The Horsemen of Eschaton

The continuing adventures of an arrogant elf, and the masochists who join him on his fools errands.
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Underguard
Dimension Master
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Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: The Horsemen of Eschaton

Post by Underguard »

Conditions wrote:Current Time/Date in Africa: Friday, October 112PA,
Environmental Conditions: Outside temp; 34*C (89*F)
Ley Line/Nexus Presence: No Ley Line or Nexus within range.
Combat Round: 4
Ronith curses the Splurgoth and their lack of teamwork as he is forced to scatter from the missiles. Explosions rocking overhead as War retaliates. Ronith finds an opening and launches from below, barreling upwards towards War. Ronith's blades connecting with the chin-guard and rending the metal apart as it falls down below in a piece of scrapped metal. Ronith darts over War and back down towards the ground as the behemoth is trying to follow. When Ronith re-engages, Grant engages with him wielding his Omega Blade. Both Grant and Ronith moving at incredible speed, getting an average of three attacks versus War's one. They each start chipping away at the metal behemoth's body with various pieces falling to the ground. On one pass, Ronith feels his blade get stuck and flung out of his hand, though the speed of Cosmic Armor allows him to keep his eye on it and recover it in a blink.

Stardust dive bombs the last support flyer for War with the Vulture on their wing. They lob a volley of four plasma missiles which impact the enemy flyer, plasma damage washing over their power armor. Vulture follows Stardust's volley with a volley of his own Fragmentation mini missiles, the shrapnel shredding part of the armor as both re-engage with their rifles. The enemy flyer remains undeterred as it darts around them and the explosions before flying up past the Vulture with an extended Chainsaw attachment and searing off one of his wings. The Vulture's PA starts listing and losing altitude as the enemy flier squares up with Stardust and fires a series of their own lasers. [-23 MDC to Main Body of Ironwing.] Stardust hears Vulture on the coms. "Take that damn thing out, Starshot!" He calls out on his way down.

Watching Ronith's furious engagement with War, Lilith mentally readies herself for up close and personal combat. Empowering her body thanks to her mind, Lilith barrels up towards War and joins the fray with Ronith and Grant. The three of them able to effectively offset War who is having trouble keeping up with the speed displayed by Ronith and Grant. War summons an enormous ethereal blade which psionics can recognize as a 10ft plus tall Psi-Sword. Gloriosa empowers herself with several talismans before launching a flaming attack towards the behemoth, the flames cutting into the damaged building-sized mech. Together, the four are able to pressure War a little more, keeping the Behemoth off balance as more pieces of the 30ft mech are sliced off.

What are your intentions?
GM Note:

Ronith: -166 M.D.C. from Cosmic Armor
Grant: -108 MDC from Cosmic Armor
Gloriosa:
Stardust: -63 MDC from MB of Ironwing
Lilith:
Rifts: Earth Dimension Master
Palladium Fantasy Dimension Master
Cyberpunk Dimension Master
Heroes for Hire (H4H) GM || The Horizon Group (THG) GM || Palladium Fantasy GM ||
PCs: | Exe (PW GA) | Ronan (SS) | Venenifer (Roughnecks) | Glitch (PW GR) | Ashrak (Void Reavers) | James Syndulla(BattleTech) | Korosu(BattleTech)
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Lilith
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Re: The Horsemen of Eschaton

Post by Lilith »

Perception: 1d100: [71] = 71 / 44%
JiC d100: 1d100: [76] = 76 ; JiC d20: 1d20: [8] = 8

+15% Perception, +1 strike, +2 parry, +2 dodge, +10% to any skills relying on basic senses
Duration: 19.75/20 minutes
,
+1 attack per melee, +3 initiative, +1 strike, +2 parry, +2 dodge, +2 P.P., +15% to Physical skills that rely on coordination or balance.
Duration: 7.75/8 minutes
,
+1 parry, 60/60 M.D.C., quarter damage from parried attacks.
Duration: 7.75/8 minutes
,
Battle Fury Blade does 2D4*10 M.D. damage, can attack twice per APM spent using Blade, second attack is -5 for target to parry.
Grants Magical Armor: 100/100 M.D.C.
Duration: 11/12 melee rounds


Seeing as metal and armor is sloughed off of War with each strike from her and her companions, Lilith feels a surge within her. Her fear lapses away, replaced by a rush of excitement as she focuses in on the fray. Her senses enhanced, her sword-arms a blur as she rings blow after blow against the Horsemen. "Finally, getting to something interesting..." she mutters to herself, thoroughly enjoying the danger of the battle.

Know they enemy and never underestimate them.

Even as she swings past Ronith in the fray, her buzzing wings and senses still seem slow compared to him. Lilith dampens down her excitement, the twisted proverb from her past both a reminder of what she used to be and a warning not to be reckless. She sticks to attacking the legs and lower body of the mech, staying away from those quickly arms and the dangerous Psi-Sword, knowing from experience just how deadly even an inexperienced user can be with one. She tightens her grip on her magical shield, ready to use it at an instant's notice should War's ire come her way.

Combat Post
Initiative: 1d20+9: [7]+9 = 16
APM: 9
Ignores any energy-based attacks directed her way (no damage/half damage if magical)

Action 1.1: Strike at War. Strike: 1d20+9: [19]+9 = 28 ; Damage: 2d4*10+4: [2, 1]*10+4 = 34 M.D.
Action 1.2: A blinding second strike! Strike: 1d20+9: [11]+9 = 20 , War is -5 to parry ; Damage: 2d4*10+4: [4, 1]*10+4 = 54 M.D.

Action 2.2: Another swing at War. Strike: 1d20+9: [10]+9 = 19 ; Damage: 2d4*10+4: [4, 1]*10+4 = 54 M.D.
Action 2.2: Yet another swing at War. Strike: 1d20+9: [2]+9 = 11 , War is -5 to parry ; Damage: 2d4*10+4: [3, 2]*10+4 = 54 M.D.

Action 3.1: Another blow at War. Strike: 1d20+9: [5]+9 = 14 ; Damage: 2d4*10+4: [1, 1]*10+4 = 24 M.D.
Action 3.2: Bring the blade around to strike the mech-terror. Strike: 1d20+9: [3]+9 = 12 , War is -5 to parry ; Damage: 2d4*10+4: [4, 4]*10+4 = 84 M.D.

Action 4.1: Strike at War. Strike: 1d20+9: [6]+9 = 15 ; Damage: 2d4*10+4: [3, 4]*10+4 = 74 M.D.
Action 4.2: Yet another swing at War. Strike: 1d20+9: [14]+9 = 23 , War is -5 to parry ; Damage: 2d4*10+4: [4, 4]*10+4 = 84 M.D.

Action 5.1: Strike at War. Strike: 1d20+9: [8]+9 = 17 ; Damage: 2d4*10+4: [4, 4]*10+4 = 84 M.D.
Action 5.2: Yet another swing at War. Strike: 1d20+9: [18]+9 = 27 , War is -5 to parry ; Damage: 2d4*10+4: [1, 2]*10+4 = 34 M.D.

Action 6.1: Strike at War. Strike: 1d20+9: [15]+9 = 24 ; Damage: 2d4*10+4: [3, 1]*10+4 = 44 M.D.
Action 6.2: Yet another swing at War. Strike: 1d20+9: [17]+9 = 26 , War is -5 to parry ; Damage: 2d4*10+4: [1, 3]*10+4 = 44 M.D.

Action 7.1: Continue the assault! Strike: 1d20+9: [6]+9 = 15 ; Damage: 2d4*10+4: [4, 3]*10+4 = 74 M.D.
Action 7.2: Savage second swing. Strike: 1d20+9: [8]+9 = 17 , War is -5 to parry ; Damage: 2d4*10+4: [1, 4]*10+4 = 54 M.D.

Action 8: Reserved for Dodge. Dodge: 1d20+9: [5]+9 = 14

Action 9: Reserved for Dodge. Dodge: 1d20+9: [13]+9 = 22

Auto-parries: 1d20+12: [10]+12 = 22 ; 1d20+12: [17]+12 = 29 ; 1d20+12: [14]+12 = 26 ; 1d20+12: [4]+12 = 16 ; 1d20+12: [7]+12 = 19 ; 1d20+12: [18]+12 = 30 ; 1d20+12: [6]+12 = 18 ; 1d20+12: [2]+12 = 14 ; 1d20+12: [19]+12 = 31 - If Magical Shield is dropped parry bonus is reduced to +11.

Contingency: Contingency: Should both her Magical Shield and Battle Fury Armor be dropped, she'll sacrifice Action 7 for another Dodge. Dodge: 1d20+9: [8]+9 = 17
Lilith
Buzzing along the path of redemption.

Personal Status
P.P.E.: 91 / 137
I.S.P.: 28 / 50
Carapace M.D.C.: 240 / 240
Wrangler Riding Armor w/Long-coat
M.D.C. by Location
  • Helmet: 50 / 50
  • Right Arm: 44 / 44
  • Left Arm: 44 / 44
  • Right Leg: 53 / 53
  • Left Leg: 53 / 53
  • Main Body: 113 / 113
Modifier: -5% movement penalty
Weapons & Attacks
Energy Bolts: 5D6 M.D.; Range: 1,000' (2,000' at additional P.P.E. cost)
Battle Fury Blade: 6D6 M.D.; Can activate Battle Fury for 3 minutes, increasing damage to 2D4*10 M.D., attacking twice per APM used (second attack is parried at a -5), and gaining a 100 M.D.C. magical suit of armor.
Flaming Dagger: 2D6 M.D.; lasts 6 minutes per activation.
Constant Effects
Gives the character the ability to hear very faint sounds (light footsteps, small animals breathing). The character can also overhear conversation at a much greater distance than is normally possible. + 1 on initiative.

Can see double the usual distance and detail of normal human vision.

Range: 1,000'; must be starlight or some other light source available. If in a completely blacked out area, a cave for example, nothing will be visible.

The Mystic Knight is impervious to lasers, ion blasts, particle beams, plasma bolts, electricity, fire, heat and radiation.
Magically created energy and ley line storms inflict half damage.
Rune weapons, holy weapons, and most magical weapons of all kinds do full damage. Likewise, ordinary swords, clubs, spears, etc., as well as bullets, arrows, Vibro-Blades, thrown rocks, falls, punches and most kinetic based attacks, do full damage.
Applies to all armor worn as well, as it is both an inherit trait and automatically generated field that surrounds the Mystic Knight.

The Mystic Knight is able to feel whether there is a ley line within the area of their sensing abilities, 40 miles (+10 miles).

The knight will automatically feel the sensation of a Rift opening or closing anywhere within 80 miles (+10 miles) of them. Although they cannot tell exactly where this Rift is, the knight knows if it is near or far and whether it is big or small. Note: When actually on a ley line, the Mystic Knight will know exactly where the Rift is located and can sense one where it is, as long as it is on the ley line or a connecting line.

: The expenditure of magic in the form of a spell, Rifting, or Techno-Wizardy can be felt, if not seen, up to 400' (+100') away. The Mystic Knight will not know the location nor be able to trace it, but they will feel its energy and know that magic is being used in the area of their sensing range. Note: This does not include the use of psionic powers.
Sixth Sense
The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to themself or somebody near them (within 90'). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All they know is that something life threatening will happen within the next 60 seconds! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever their life is in great peril or the life of somebody they greatly care about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90' or a flash flood is rushing their way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all their I.S.P. the Sixth Sense is temporarily rendered inoperative.
  • Range: 90'
  • Duration: Until the danger passes or happens. Bonuses apply only to the first round of the attack from the source of the sensed danger.
  • I.S.P.: 2
  • Saving Throw: None.
  • Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge, and the character can not be surprised by a sneak attack from behind.
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Grant Latham
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Location: Heroes For Hire - PC
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Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [72] = 72
JIC: 1d20: [6] = 6 , 1d100: [87] = 87
Constant Abilities
Character Sheet
  • See the Invisible, including spirits and Astral Beings
  • Sense Ley Line: 94%
  • Sense Ley Line Nexus 104%
  • Sense a Rift: Automatic | 160m 1d100: [20] = 20
  • Sense Magic in Use: 1100'
  • Half Damage from magical cold, heat, and fire
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 15
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 101/101
  • I.S.P.: 98/98
  • P.P.E.: 710/710
  • Lord Magus Armor • Main Body: 50/50 Head: 45/45 Arms: 15/15 Legs:30/30
45 PPE | DB 13 120 | 89.25 MIN | Silver Body Armor with blue hue. Full EBA. 442 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

| 10 PPE| BOM 109 | 11 Days | Provides Air, Food, Water, only

120 PPE | BOM 140 | 22 Days | 296 PPE

Duration 28.25 minutes. Impervious to normal, magical and mega-damage fires. Hemlock caster level.

5 PPE | MA 9 | 237.25 min | Thermographic like vision out to 500'

20 PPE | MA 15 | 21.25 min | Organics using tech can save vs magic 15+ to see using natural vision

PF2 186 | 20 PPE | 40' | 5.25 min | Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.

Power Bolt | 40 PPE | 2.25 min | 20+ Dodge | 2500' | 5d6+14 M.D.

BOM 135 | 38 PPE | 120' | 2 weapons by touch, 1 at range| 3.50 min | Rune Weapons get a save vs magic 15+, otherwise none | Changes M.D. damage to S.D.C. damage | Targeted War's Mace

BOM 114 | 15 PPE | Effective Deflection Range is 2300' | 3.50 min | +3 to Parry + P.P. bonuses, energy based attacks deflect to source if parry greater than 13, physical attacks are deflect harmlessly away.

| 12 PPE | BOM 114 | 22.00 min | Speak and understand all languages at 98%


Skybunker

No pattern yet. Grant thinks as he watches War's movements between stabs and slashes of his Omega blade into War's backside. He can't help but think about magic, What if I were to cast it on his missile ports? Would the hatch be forced closed? Or would the carpet cover the opening and catch the missiles? Let's find out! Grant activates his telepathy (4 ISP | RUE 177 | 60' Surface/550'/Two Way | 22 min) and reaches out to Sir Ronith, fleet feet causing his mental words to blur IamgoingtotrytopreventWarfromfiringmissileswithcarpetofadhesion.Mindyourstrikes. Grant forces himself to speak slowly to cast the spell, Carpet of Adhesion (10 PPE | BOM 99 | 60' | up to 10' x 20' area | 15 min | House Rule) Depending on where he sees missile hatches, he will target War's back or a leg. With the spell cast, he continues to maneuver to keep War facing away from him to be able to critically strike with his Omega Blade.

Contingency: If Grant is successful in blocking the missiles from launching (and possibly exploding in the robot), he will try it again on another missile hatch that he can identify.


Initiative: 1d20+4: [1]+4 = 5
APM: 20 (21 w/ magic)
Critical Strike on 18-20, automatic from behind
Death Blow on Natural 20
P.P.: 28 (+7 Strike/Parry/Dodge), Spd: 64
  1. Observe War and think
  2. Activate Telepathy
  3. Communicate with Sir Ronith telepathically
  4. Begin casting Carpet of Adhesion
  5. Finish casting Carpet of Adhesion across War's missile ports.
  6. Strike with Omega Blade from behind 1d20+11: [19]+11 = 30 , Damage: 6d6: [5, 4, 3, 2, 5, 4] = 23 M.D. crit!
  7. Strike with Omega Blade from behind 1d20+11: [10]+11 = 21 , Damage: 6d6: [1, 4, 4, 2, 4, 2] = 17 M.D.
  8. Strike with Omega Blade from behind 1d20+11: [5]+11 = 16 , Damage: 6d6: [4, 4, 2, 4, 1, 2] = 17 M.D.
  9. Strike with Omega Blade from behind 1d20+11: [8]+11 = 19 , Damage: 6d6: [6, 4, 5, 2, 6, 4] = 27 M.D.
  10. Strike with Omega Blade from behind 1d20+11: [11]+11 = 22 , Damage: 6d6: [2, 5, 3, 4, 1, 1] = 16 M.D.
  11. Strike with Omega Blade from behind 1d20+11: [14]+11 = 25 , Damage: 6d6: [1, 5, 1, 4, 6, 4] = 21 M.D.
  12. Strike with Omega Blade from behind 1d20+11: [8]+11 = 19 , Damage: 6d6: [6, 1, 6, 3, 6, 4] = 26 M.D.
  13. Strike with Omega Blade from behind 1d20+11: [14]+11 = 25 , Damage: 6d6: [4, 4, 3, 2, 3, 5] = 21 M.D.
  14. Strike with Omega Blade from behind 1d20+11: [11]+11 = 22 , Damage: 6d6: [4, 6, 6, 1, 4, 6] = 27 M.D.
  15. Strike with Omega Blade from behind 1d20+11: [1]+11 = 12 , Damage: 6d6: [6, 3, 2, 4, 5, 1] = 21 M.D.
  16. Strike with Omega Blade from behind 1d20+11: [12]+11 = 23 , Damage: 6d6: [6, 5, 3, 4, 5, 2] = 25 M.D.
  17. Strike with Omega Blade from behind 1d20+11: [2]+11 = 13 , Damage: 6d6: [1, 4, 4, 4, 2, 1] = 16 M.D.
  18. Strike with Omega Blade from behind 1d20+11: [7]+11 = 18 , Damage: 6d6: [5, 6, 5, 4, 5, 6] = 31 M.D.
  19. Strike with Omega Blade from behind 1d20+11: [16]+11 = 27 , Damage: 6d6: [2, 4, 3, 2, 6, 4] = 21 M.D.
  20. Strike with Omega Blade from behind 1d20+11: [7]+11 = 18 , Damage: 6d6: [1, 5, 2, 3, 6, 1] = 18 M.D.
  21. Strike with Omega Blade from behind 1d20+11: [12]+11 = 23 , Damage: 6d6: [4, 5, 5, 5, 2, 3] = 24 M.D.
Parry/Dodge/Roll (+15/+9/+3): 20d20: [17, 12, 8, 20, 19, 1, 6, 6, 15, 17, 13, 9, 15, 12, 18, 15, 18, 15, 18, 10] = 264

Targeted Deflection(+10): 20d20: [17, 10, 5, 9, 10, 5, 20, 2, 11, 1, 9, 2, 1, 17, 9, 11, 2, 6, 7, 8] = 162


Contingency: Grant will prioritize Targeted Deflection against ranged attacks over attacking

If Cosmic Armor goes down, he will activate his Fly like an Eagle Talisman, then his Armor Bizarre Bizarre Talisman 150 M.D.C. HF 14)
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Ronith
Group Leader
Posts: 701
Joined: Mon Oct 15, 2007 7:15 pm
Location: Group Leader: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [1] = 1 , 1d100: [62] = 62
PER: 1d100: [36] = 36 vs. 97%

Conditions:
Cosmic Armor | 45 PPE | DB 13 120 | 56.75 MIN | Silver Body Armor with blue hue. Full EBA. 284/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
,
25m15s, +1 APM, +2 PP [+1 s/p/d], +3 initiative, +1 strike, +2 parry/dodge, +15% on physical skills that rely on coordination or balance.
,
Applies to anyone who directs an attack at Ronith: +2 strike and parry, +1 dodge. Opponents lose all machine-provided bonuses, -1 APM, -4 strike Ronith, -2 to dodge Ronith’s attacks.
,
RPA Pilots: Inexperienced operators (levels 1-3) cannot use sensors at all, lose two attacks every time they try to figure out what’s going on. Experienced operators lose one attack and have a -40% penalty.
,
-1 strike, parry, and dodge; -5% on all skills
,
3m45s; double PP (now 50; +3 s/p/autododge, +6 initiative), spd (now 52), and APM (now 18); -2 Initiative and -20% to skills requiring delicate movement
,
19m30s, Creates three identical copies that mimic Ronith’s movements exactly. -4 to save magic to see through them, or dispel if hit by iron. +2I/d, +1s.


With his thoughts barely keeping up with his body, Ronith eyes the scene as Grant and Lilith join him in keeping the massive form of War off-balance. What is it the humans say? The bigger they are, the harder the fall? An excellent idea. With Grant hitting him high and Lilith aiming for below, Ronith decides to leverage his speed and agility and do both. The goal will be to knock War off-balance (ideally, onto his back), so Ronith will first charge in with a double-strike aimed at the back of War’s knee, then a flight-assisted leap attack to the behemoth’s face, jaw, or upper torso, then repeat.

Initiative: 1d20+22: [1]+22 = 23
APM: 19

Action 1: Paired strike on War’s knee- 1d20+25: [18]+25 = 43 to strike, 1d6*11: [1]*11 = 11 MD with Frostfang; 1d20+25: [9]+25 = 34 to strike, 6d6: [4, 5, 2, 6, 4, 4] = 25 MD with Skyrender.
Actions 2-3: Leap-assisted strike to War’s face, head, or upper torso with Frostfang- 1d20+25: [19]+25 = 44 to strike, 1d6*11: [2]*11 = 22 MD.
Action 4: Paired strike on War’s knee- 1d20+25: [4]+25 = 29 to strike, 1d6*11: [5]*11 = 55 MD with Frostfang; 1d20+25: [11]+25 = 36 to strike, 6d6: [1, 4, 1, 3, 4, 2] = 15 MD with Skyrender.
Actions 5-6: Leap-assisted strike to War’s face, head, or upper torso with Frostfang- 1d20+25: [9]+25 = 34 to strike, 1d6*11: [1]*11 = 11 MD.
Action 7: Paired strike on War’s knee- 1d20+25: [4]+25 = 29 to strike, 1d6*11: [4]*11 = 44 MD with Frostfang; 1d20+25: [6]+25 = 31 to strike, 6d6: [1, 3, 3, 3, 3, 6] = 19 MD with Skyrender.
Actions 8-9: Leap-assisted strike to War’s face, head, or upper torso with Frostfang- 1d20+25: [19]+25 = 44 to strike, 1d6*11: [6]*11 = 66 MD.
Action 10: Paired strike on War’s knee- 1d20+25: [18]+25 = 43 to strike, 1d6*11: [1]*11 = 11 MD with Frostfang; 1d20+25: [14]+25 = 39 to strike, 6d6: [2, 3, 4, 3, 6, 1] = 19 MD with Skyrender.
Actions 11-12: Leap-assisted strike to War’s face, head, or upper torso with Frostfang- 1d20+25: [7]+25 = 32 to strike, 1d6*11: [1]*11 = 11 MD.
Action 13: Paired strike on War’s knee- 1d20+25: [1]+25 = 26 to strike, 1d6*11: [3]*11 = 33 MD with Frostfang; 1d20+25: [4]+25 = 29 to strike, 6d6: [2, 5, 4, 5, 5, 2] = 23 MD with Skyrender.
Actions 14-15: Leap-assisted strike to War’s face, head, or upper torso with Frostfang- 1d20+25: [20]+25 = 45 to strike, 1d6*11: [6]*11 = 66 MD.
Action 16: Paired strike on War’s knee- 1d20+25: [14]+25 = 39 to strike, 1d6*11: [4]*11 = 44 MD with Frostfang; 1d20+25: [6]+25 = 31 to strike, 6d6: [2, 6, 2, 3, 6, 5] = 24 MD with Skyrender.
Actions 17-18: Leap-assisted strike to War’s face, head, or upper torso with Frostfang- 1d20+25: [10]+25 = 35 to strike, 1d6*11: [1]*11 = 11 MD.
Action 19: Paired strike on War’s knee- 1d20+25: [5]+25 = 30 to strike, 1d6*11: [6]*11 = 66 MD with Frostfang; 1d20+25: [9]+25 = 34 to strike, 6d6: [5, 2, 2, 2, 3, 3] = 17 MD with Skyrender.

Auto-parries: 1d20+31: [19]+31 = 50 , 1d20+31: [14]+31 = 45 , 1d20+31: [4]+31 = 35 , 1d20+31: [15]+31 = 46 , 1d20+31: [13]+31 = 44 , 1d20+31: [14]+31 = 45 , 1d20+31: [4]+31 = 35
Auto-dodges: 1d20+17: [13]+17 = 30 , 1d20+17: [20]+17 = 37 , 1d20+17: [5]+17 = 22 , 1d20+17: [11]+17 = 28 , 1d20+17: [16]+17 = 33 , 1d20+17: [11]+17 = 28 , 1d20+17: [4]+17 = 21
I am better than you. You just don't know it.
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
| BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
ISP- 95/97; PPE- 47/57; MDC- 93/93 (self), 96/96 (cyber-armor)
, 0/75 (EBAFF), 46/90 (EBA),
Frostfang Heals: 0/4. Talismans: AoI (3/3); Invulnerability (3/3); Cleanse (3/3)
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Stardust
Posts: 14
Joined: Fri Jan 03, 2025 11:45 am

Re: The Horsemen of Eschaton

Post by Stardust »

JIC: 1d100: [10] = 10 / 1d20: [7] = 7
Perception: 1d100: [44] = 44 /26%

Conditions: HF/Awe: 12 (when identified), Tele-Empathy and Empathic Dependence (190ft radius)

Post:

Caidyn scowls within their Ironwing as the laser fire strikes them. “Oh, these fuckers are playing hard ball. Alright, baby.” Starshot coos in a murderous tone from within the armor’s pilot seat. Both Caidyn and Stardust giving Starshot full reigns as it’s a matter of survival now. Do what you need to do, make sure we win this thing. Caidyn says, encouraging Starshot to do whatever it takes to win. Yeah, baby, rip this mother a lot of new ones. Stardust coos in agreement from within as a sly smirk crosses Starshot’s lips. You know it, sugars. Starshot replies, reeling back for another strike as the Vulture goes down.
Vulture wrote: "Take that damn thing out, Starshot!"
Seeing Vulture goes down enrages Starshot. “Oh. Hell. No! Try that on me, trash!” Starshot practically screams from within their armor as they barrel towards the remaining enemy, planning to use overwhelming force. “Screw it. Eat another Volley, Bitch!” Starshot growls as they launch their remaining salvo of Plasma mini-missiles and follows up with the Dragon Stopper, forgoing dodging entirely.

Combat Rolls:
APM: 6
Initiative: 1d20+2: [9]+2 = 11

1. Unleashes a volley of 4 plasma mini-missiles at the remaining flyer. Strike Roll 1d20+4: [19]+4 = 23 | Damage Roll: 1d6*10: [1]*10 = 10 *4
2. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [11]+4 = 15 Damage Roll: 6d6+10: [1, 4, 4, 6, 5, 4]+10 = 34
3. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [14]+4 = 18 Damage Roll: 6d6+10: [2, 4, 6, 4, 3, 1]+10 = 30
4. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [16]+4 = 20 Damage Roll: 6d6+10: [4, 1, 4, 5, 1, 5]+10 = 30
5. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [18]+4 = 22 Damage Roll: 6d6+10: [5, 6, 4, 5, 2, 3]+10 = 35
6. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [17]+4 = 21 Damage Roll: 6d6+10: [3, 4, 4, 5, 6, 1]+10 = 33

Auto-Parries: 1d20: [13] = 13 , 1d20: [5] = 5 , 1d20: [5] = 5 , 1d20: [15] = 15 , 1d20: [3] = 3 , 1d20: [16] = 16 ,
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Gloriosa
Posts: 56
Joined: Tue Apr 18, 2023 3:52 pm

Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [18] = 18 /29%
JIC: 1d20: [16] = 16 / 1d100: [89] = 89

  • Range: Self or one other by touch.
    Duration: 14/15 melees
    Saving Throw: None.
    P.P.E.: Twenty-Five
    The magic makes the individual impervious to cold, fire and all energy attacks, impervious to disease, poisons, toxins, gases, and drugs, and provides a form-fitting energy field which appears as a glowing aura around the body (50 M.D.C.). Once the 50 M.D.C. From the energy field are exhausted. the person will suffer normal damage to his own M.D.C. and/or Hit Points but remains invulnerable to the other things listed. Additionally. the invulnerable character is also +10 to save vs magic, psionic attacks and Horror Factor.
  • Range: 100 feet (30.5 m); line of sight, self or one by touch.
    Duration: 14/15 melees
    Saving Throw: Not applicable.
    P.P.E.: Forty-Five
    This powerful spell produces a magical rush that puts Juicers to shame. P.S. is raised to supernatural equivalent (punches and kicks do M.D.), the character gets two additional melee actions/attacks per round, speed is increased by 50%, fatigue has no effect, and the sorcerer is impervious to drugs, mind control, possession, illusions, pain and Horror Factor, as well as able to endure triple the normal damage to his body, and is +3 on initiative, +1 to strike and dodge, and +1 on all saving throws while the enchantment lasts.
    The spell does have consequences, however. Once the enhancements wear off, the once hyped-up character feel s so tired and weak, he is barely able to move for 1D4 minutes. During this period reduce attacks per melee round, speed, skill performance and all combat bonuses by half. After this "down" time, the character returns to normal (minus the effects of normal fatigue or any damage sustained in combat).
  • The Flame Wind Dragon can seemingly cause himself to burst into flames in a manner similar to the psychic Burster or Elemental Fusionist. Unlike them, the Dragon Hatchling's own scales are actually burning, even though this does no damage to the Flame Wind (this is just a natural part of the dragon's metabolism). Because the Flame Wind is actually on fire, anything he is carrying is damaged by his own raging flames and he will ignite anything he touches, such as carpeting, drapes, paper, wood, dry grass, etc. In combat, the dragon's fiery punch or tail does an extra 2D6 M.D. per strike plus its usual P.S. damage. Leaping on its back or trying to wrestle or entangle the flaming dragon will inflict 4D6 M.D. Every 4 seconds (or 2D4x10+10 M.D. per melee round). The flames can be maintained for (5 minutes/20 melee rounds) (+1 minute per level of experience), before the dragon Hatchling must rest for at least ten minutes to regenerate his flaming scales (duration is 10x longer for adults).
  • Invulnerability: 50/50
  • M.D.C.: 140/140
  • P.P.E.: 95/95
  • I.S.P.: 72/74


Gloriosa watches his team leader begin with a strike to the legs, so that's what he does too. Aiming for the other leg, he swings his mighty wings at the back of knee, then switches to the other. Back and forth under foot, Gloriosa attempts to be as much of a nuisance as possible while the others lay on some serious hurt.

(6+2 Magical-Adrenal Rush)
: 8
  • Base: 2
  • Magical-Adrenal Rush: +3
: 1d20+5: [17]+5 = 22
Action 1: Flaming Wing Attack. Strike: 1d20+9: [7]+9 = 16 Damage: 6d6+2: [5, 3, 1, 4, 5, 2]+2 = 22 MD
Action 2: Fire Breath Attack. Strike: 1d20+9: [11]+9 = 20 Damage: 4d6: [3, 2, 3, 3] = 11 MD
Action 3: Flaming Wing Attack. Strike: 1d20+9: [10]+9 = 19 Damage: 6d6+2: [4, 2, 1, 2, 6, 4]+2 = 21 MD
Action 4: Fire Breath Attack. Strike: 1d20+9: [7]+9 = 16 Damage: 4d6: [5, 6, 1, 1] = 13 MD
Action 5: Flaming Wing Attack. Strike: 1d20+9: [7]+9 = 16 Damage: 6d6+2: [2, 6, 2, 3, 5, 1]+2 = 21 MD
Action 6: Fire Breath Attack. Strike: 1d20+9: [2]+9 = 11 Damage: 4d6: [5, 2, 5, 3] = 15 MD
Actions 7-8: Reserved for Dodge


Dodge: 1d20+14: [19]+14 = 33 1d20+14: [9]+14 = 23
Spinning Blades Parry (vs HtH): 1d20+6: [16]+6 = 22 1d20+6: [10]+6 = 16 1d20+6: [20]+6 = 26 1d20+6: [1]+6 = 7 1d20+6: [6]+6 = 12 1d20+6: [17]+6 = 23 1d20+6: [10]+6 = 16 1d20+6: [19]+6 = 25
Spinning Blades Parry (vs Energy Blasts/Projectiles): 1d20+2: [7]+2 = 9 1d20+2: [7]+2 = 9 1d20+2: [18]+2 = 20 1d20+2: [19]+2 = 21 1d20+2: [16]+2 = 18 1d20+2: [10]+2 = 12 1d20+2: [19]+2 = 21 1d20+2: [3]+2 = 5
Parry: 1d20+12: [5]+12 = 17 1d20+12: [1]+12 = 13 1d20+12: [13]+12 = 25 1d20+12: [12]+12 = 24 1d20+12: [6]+12 = 18 1d20+12: [6]+12 = 18 1d20+12: [5]+12 = 17 1d20+12: [15]+12 = 27

Contingency: If his Invulnerability force field goes down, he'll sacrifice an action (starting from the bottom) to cast Invincible Armor (-30 PPE).
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Underguard
Dimension Master
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Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: The Horsemen of Eschaton

Post by Underguard »

Conditions wrote:Current Time/Date in Africa: Friday, October 112PA,
Environmental Conditions: Outside temp; 34*C (89*F)
Ley Line/Nexus Presence: No Ley Line or Nexus within range.
Combat Round: 5
Ronith, Grant, Lilith and Gloriosa focus all their fire on War, swarming the Horsemen with superior speed and survivability. Ronith and Gloriosa notice something about War's movements; they have become far more defensive in nature as though studying the Heroes. Grant is able to capture a grouping of the missiles in his carpet of adhesion which detonate shortly after. Based on how off-balance War is, Ronith, Grant and Gloriosa can guess War is not accustomed to such resistance so quickly, and he appears to be shifting strategy. The Heroes are able to damage the large mech to such a degree it loses the ability to fly and War lands on the ground. Instead of fighting, War fabricates an Armor of Ithan around itself then stops moving. Ronith and the rest of the Heroes press the attack and to force the shield down.

Stardust focuses fire on the enemy mech, launching another volley that splashes off the mech. It returns fire and Stardust feels the impact of the strikes as they start seeing red warnings on various parts of their mech. However, Stardust proves to have superior accuracy with the Dragon Stopper and sends the mech tumbling to the ground. Stardust looks over and can track War being peppered by the Heroes, and can see Vulture's IFF still pinging down below. Vulture coughs over the comms. "N-Nice shot! Go-- Blow that... fucker up." Vulture says in a strained voice over the radio.

War concentrates for the better part of five seconds, the towering mech standing there as Ronith, Grant and the others unleash everything they've got on it. Then, Grant, Ronith and Gloriosa are the first to spot the small plume of a dark cloud manifest above War, all three of them recognize it to be an Anti-Magic Cloud. The Horsemen resorting to a last resort as a way to hinder the assault before the Heroes can win. In a mere second, the cloud erupts into a massive and consuming darkness that sweeps across the visible horizon. The cloud easily covering over a thousand feet in any given direction. Everyone feels the effects of their magic immediately falter. [Everyone roll a Save v Magic; if you succeed, your magical effects and ppe are reduced to half strength. If you fail, you lose the ability to command magic, and your magical effects cease.]

The Horsemen then turns back to face Ronith, the psi-greatsword leveled towards the Cyber-Knight as War strives to even the fight, taunting Ronith to continue to fight him in the cloud. Ronith, Gloriosa and Grant also notice War's Armor of Ithan seems to vanish when the Cloud comes into effect. [
It appears that, unlike when used by someone like Grant, War is not able to use or maintain magical effects or spells within an Anti-Magic Cloud of it's own creation. Though debilitating to the team, it is also debilitating to War.
]
Before Stardust can decide where to go, the cloud envelops their area as well, War moving to engage the Heroes about 500ft away.

What are your intentions?
GM Note: Unless you save, all magical effects cease at the beginning of your next post.
Stardust - decide where you go, The Vulture or War. The Vulture is downed about 500ft from War and the Heroes.


Ronith: -166 M.D.C. from Cosmic Armor
Grant: -108 MDC from Cosmic Armor
Gloriosa:
Stardust: -145 MDC from MB of Ironwing, -22 from right wing, -15 from right arm
Lilith:
Rifts: Earth Dimension Master
Palladium Fantasy Dimension Master
Cyberpunk Dimension Master
Heroes for Hire (H4H) GM || The Horizon Group (THG) GM || Palladium Fantasy GM ||
PCs: | Exe (PW GA) | Ronan (SS) | Venenifer (Roughnecks) | Glitch (PW GR) | Ashrak (Void Reavers) | James Syndulla(BattleTech) | Korosu(BattleTech)
╭∩╮(︶︿︶)╭∩╮

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Lilith
Posts: 21
Joined: Thu Nov 09, 2023 12:34 pm

Re: The Horsemen of Eschaton

Post by Lilith »

Perception: 1d100: [34] = 34 / 44%
JiC d100: 1d100: [72] = 72 ; JiC d20: 1d20: [14] = 14

+15% Perception, +1 strike, +2 parry, +2 dodge, +10% to any skills relying on basic senses
Duration: 19.5/20 minutes
,
+1 attack per melee, +3 initiative, +1 strike, +2 parry, +2 dodge, +2 P.P., +15% to Physical skills that rely on coordination or balance.
Duration: 7.5/8 minutes
,
+1 parry, 30/30 M.D.C., quarter damage from parried attacks.
Duration: 7.5/8 minutes
,
Magic is half strength (already included in other effects), personal P.P.E. is halved. Current P.P.E.: 22 / 69


Save vs Magic: Automatic Critical Success

Lilith drops along with War to the ground, staying up in the air with the furious buzzing of her wings, panting at the strain of the fight, eyes twitching upwards as the dark cloud settles overhead. "That's not good," she mutters to herself. Dark clouds popping up halfway through a fight? War is up to something.

Her thoughts are all but confirmed as her sense of magic flares as War channels magic into the effect. The dampening effect is immediate, her shield dim and weak despite never being hurt, and Lilith can sense the cloud of anti-magic try and stifle the effects on her completely. It's only through a herculean effort of will that she keeps the effects up despite her weakening reserves.

She growls and dives into combat once more, her attacks and defenses being weakened not keeping her from continuing her onslaught.

Combat Post

Initiative: 1d20+9: [2]+9 = 11
APM: 9
Ignores any energy-based attacks directed her way (no damage/half damage if magical)

Action 1: Swing her Battle Fury Blade at War! Strike: 1d20+9: [17]+9 = 26 ; Damage: 1d4*10: [4]*10 = 40 21 M.D.

Action 2: A rapid strike at the behemoth! Strike: 1d20+9: [8]+9 = 17 ; Damage: 1d4*10: [3]*10 = 30 15 M.D.
Action 2.2: A swift second swing! Strike: 1d20+9: [11]+9 = 20 , War is -3 to parry ; Damage: 1d4*10: [2]*10 = 20 M.D.


Action 3: Swing her Battle Fury Blade at War! Strike: 1d20+9: [17]+9 = 26 ; Damage: 1d4*10: [1]*10 = 10 24 M.D.

Action 4: A rapid strike at the behemoth! Strike: 1d20+9: [11]+9 = 20 ; Damage: 1d4*10: [3]*10 = 30 24 M.D.
Action 4.2: A swift second swing! Strike: 1d20+9: [1]+9 = 10 - Nat 1!, War is -3 to parry ; Damage: 1d4*10: [3]*10 = 30 M.D.


Action 5: Swing her Battle Fury Blade at War! Strike: 1d20+9: [16]+9 = 25 ; Damage: 1d4*10: [4]*10 = 40 27 M.D.

Action 6: A rapid strike at the behemoth! Strike: 1d20+9: [16]+9 = 25 ; Damage: 1d4*10: [2]*10 = 20 29 M.D.
Action 6.2: A swift second swing! Strike: 1d20+9: [16]+9 = 25 , War is -3 to parry ; Damage: 1d4*10: [3]*10 = 30 M.D.


Action 7: Swing her Battle Fury Blade at War! Strike: 1d20+9: [9]+9 = 18 ; Damage: 1d4*10: [1]*10 = 10 28 M.D.

Action 8: A rapid strike at the behemoth! Strike: 1d20+9: [7]+9 = 16 ; Damage: 1d4*10: [3]*10 = 30 23 M.D.
Action 8.2: A swift second swing! Strike: 1d20+9: [15]+9 = 24 , War is -3 to parry ; Damage: 1d4*10: [1]*10 = 10 M.D.


Action 9: Dodge out of the way of any incoming attacks. Dodge: 1d20+9: [13]+9 = 22

Auto-Parries: 1d20+12: [5]+12 = 17 ; 1d20+12: [9]+12 = 21 ; 1d20+12: [18]+12 = 30 ; 1d20+12: [3]+12 = 15 ; 1d20+12: [14]+12 = 26 ; 1d20+12: [20]+12 = 32 - Nat 20! ; 1d20+12: [20]+12 = 32 - Nat 20! ; 1d20+12: [7]+12 = 19 ; 1d20+12: [2]+12 = 14 - If Magical Shield is dropped parry bonus is reduced to +11.

Contingency: Should both her Magical Shield and Main Body Armor be dropped, she'll sacrifice Action 8 for another Dodge. Dodge: 1d20+9: [13]+9 = 22

1. 6d6+4: [3, 1, 5, 3, 4, 1]+4 = 21
2. 6d6+4: [1, 1, 4, 1, 3, 1]+4 = 15
3. 6d6+4: [5, 4, 3, 4, 3, 1]+4 = 24
4. 6d6+4: [3, 4, 2, 4, 1, 6]+4 = 24
5. 6d6+4: [4, 1, 6, 6, 3, 3]+4 = 27
6. 6d6+4: [6, 6, 1, 6, 1, 5]+4 = 29
7. 6d6+4: [4, 4, 5, 4, 1, 6]+4 = 28
8. 6d6+4: [6, 2, 1, 4, 5, 1]+4 = 23
Last edited by Lilith on Thu May 01, 2025 5:19 pm, edited 1 time in total.
Lilith
Buzzing along the path of redemption.

Personal Status
P.P.E.: 91 / 137
I.S.P.: 28 / 50
Carapace M.D.C.: 240 / 240
Wrangler Riding Armor w/Long-coat
M.D.C. by Location
  • Helmet: 50 / 50
  • Right Arm: 44 / 44
  • Left Arm: 44 / 44
  • Right Leg: 53 / 53
  • Left Leg: 53 / 53
  • Main Body: 113 / 113
Modifier: -5% movement penalty
Weapons & Attacks
Energy Bolts: 5D6 M.D.; Range: 1,000' (2,000' at additional P.P.E. cost)
Battle Fury Blade: 6D6 M.D.; Can activate Battle Fury for 3 minutes, increasing damage to 2D4*10 M.D., attacking twice per APM used (second attack is parried at a -5), and gaining a 100 M.D.C. magical suit of armor.
Flaming Dagger: 2D6 M.D.; lasts 6 minutes per activation.
Constant Effects
Gives the character the ability to hear very faint sounds (light footsteps, small animals breathing). The character can also overhear conversation at a much greater distance than is normally possible. + 1 on initiative.

Can see double the usual distance and detail of normal human vision.

Range: 1,000'; must be starlight or some other light source available. If in a completely blacked out area, a cave for example, nothing will be visible.

The Mystic Knight is impervious to lasers, ion blasts, particle beams, plasma bolts, electricity, fire, heat and radiation.
Magically created energy and ley line storms inflict half damage.
Rune weapons, holy weapons, and most magical weapons of all kinds do full damage. Likewise, ordinary swords, clubs, spears, etc., as well as bullets, arrows, Vibro-Blades, thrown rocks, falls, punches and most kinetic based attacks, do full damage.
Applies to all armor worn as well, as it is both an inherit trait and automatically generated field that surrounds the Mystic Knight.

The Mystic Knight is able to feel whether there is a ley line within the area of their sensing abilities, 40 miles (+10 miles).

The knight will automatically feel the sensation of a Rift opening or closing anywhere within 80 miles (+10 miles) of them. Although they cannot tell exactly where this Rift is, the knight knows if it is near or far and whether it is big or small. Note: When actually on a ley line, the Mystic Knight will know exactly where the Rift is located and can sense one where it is, as long as it is on the ley line or a connecting line.

: The expenditure of magic in the form of a spell, Rifting, or Techno-Wizardy can be felt, if not seen, up to 400' (+100') away. The Mystic Knight will not know the location nor be able to trace it, but they will feel its energy and know that magic is being used in the area of their sensing range. Note: This does not include the use of psionic powers.
Sixth Sense
The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to themself or somebody near them (within 90'). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All they know is that something life threatening will happen within the next 60 seconds! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever their life is in great peril or the life of somebody they greatly care about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90' or a flash flood is rushing their way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all their I.S.P. the Sixth Sense is temporarily rendered inoperative.
  • Range: 90'
  • Duration: Until the danger passes or happens. Bonuses apply only to the first round of the attack from the source of the sensed danger.
  • I.S.P.: 2
  • Saving Throw: None.
  • Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge, and the character can not be surprised by a sneak attack from behind.
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Grant Latham
Diamond Level Patron
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Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
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Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [84] = 84
JIC: 1d20: [20] = 20 , 1d100: [33] = 33
Constant Abilities
Character Sheet
  • See the Invisible, including spirits and Astral Beings
  • Sense Ley Line: 94%
  • Sense Ley Line Nexus 104%
  • Sense a Rift: Automatic | 160m 1d100: [96] = 96
  • Sense Magic in Use: 1100'
  • Half Damage from magical cold, heat, and fire
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 15
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 101/101
  • I.S.P.: 98/98
  • P.P.E.: 710/710
  • Lord Magus Armor • Main Body: 50/50 Head: 45/45 Arms: 15/15 Legs:30/30
Range/Duration/Damage/M.D.C. halved
45 PPE | DB 13 120 | 44.50 MIN | Silver Body Armor with blue hue. Full EBA. 221 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

10 PPE | BOM 99 | 30' | up to 10' x 20' area | 7.5 min | House Rule Target on one of War's missile pods

120 PPE | BOM 140 | 11 Days | 296 PPE

PF2 186 | 20 PPE | 40' | 2.50 min | Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.

5 PPE | MA 9 | 118.50 min | Thermographic like vision out to 500'

20 PPE | MA 15 | 10.50 min | Organics using tech can save vs magic 15+ to see using natural vision

BOM 135 | 38 PPE | 120' | 2 weapons by touch, 1 at range| 1.75 min | Rune Weapons get a save vs magic 15+, otherwise none | Changes M.D. damage to S.D.C. damage | Targeted War's Mace

BOM 114 | 15 PPE | Effective Deflection Range is 2300' | 1.75 min | +3 to Parry + P.P. bonuses, energy based attacks deflect to source if parry greater than 13, physical attacks are deflect harmlessly away.

| 10 PPE| BOM 109 | 11 Days | Provides Air, Food, Water, only

4 ISP | RUE 177 | 60' Surface/550'/Two Way | 22 min

| 12 PPE | BOM 114 | 10.75 min | Speak and understand all languages at 98%


Skybunker

Save vs Magic (Anti-Magic Cloud) - Auto save MGP purchase

Grant follows War towards the ground as he continues to strike the giant being from behind. He feels a magical shiver and unraveling of his magic. The Lord Magi looks overhead to see the growing the growing cloud. "No!" Grant says in a low growl. A cloud of anti magic! This is not the first time Grant has experienced this, he had felt its affect before when the team had been trapped in the past. If it hadn't been for Daisuke's timely aid, Grant would have plummeted to his death. This time Grant is closer to the ground, but the dread and fear begin to take hold. The idea of losing his magical power again causes a memory to flood his mind.
Memory wrote: Grant stands before the Three Lords of Magic having completed his tour of service as a member of the brotherhood. Their towering four-armed forms are sitting in huge chairs on a raised dais that makes them appear even larger than they are. The three speak in turn.

Brethan D'zir: "We do not claim to be gods."

Coran D'zir: "We did not come to Earth to establish a brotherhood of priests.

Leizak D'zir: We came to teach the ways of magic.

Coran D'zir: "And we do not abandon our people."

Leizak D'zir: When in true need, call out to us.

Brethan D'zir: "We will answer."
If there has been a time more desperate that this, I don't know when. "O Lords of Magic! Hear my plea, do not let this creature of evil dispel my magic. The first two tenets of magic are 1) Belief and 2) Will, and Grant has been blessed with both. In his mind he binds the threads of magic together willing them to continue to exist. Whether it truly was the Three or just Grant that resisted War's magic, it doesn't matter, he still feels his connection to his own. He uses the flight granted by his Cosmic Armor to hop away from War and sheathes his Omega Blade. Can't rely on magical items, this has become a test of magical fortitude. He draws on the mana in his Energy Sphere and casts Shadesword (22 PPE | PF12 80 | Self | 22 min | 11d6 M.D. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.)

A bar of shadow extends from his hand, the shadow weakened as if it were in bright sun despite the dark cloud of anti magic above. Grant flies back to War's rear and begins weakening War in his own way while the rest of the team battles with blade or claw. He targets War's head to disrupt any further spell casting.



Initiative: 1d20+4: [6]+4 = 10
APM: 20 (21 w/ magic)
Critical Strike on 18-20, automatic from behind
Death Blow on Natural 20
P.P.: 28 (+7 Strike/Parry/Dodge), Spd: 64
  1. Say a quick prayer to the Three
  2. Hop/Fly away from War and sheathe Omega Blade
  3. Begin Casting Shadesword
  4. Continue Casting Shadesword
  5. Continue Casting Shadesword
  6. Finish Casting Shadesword
  7. Fly to War
  8. Strike with Shadesword from behind 1d20+11: [7]+11 = 18 , Damage: 11d6/2: [4, 3, 3, 4, 5, 6, 1, 3, 4, 1, 1]/2 = 17.5 M.D. + Save vs Magic 15+ see spell effects above
  9. Strike with Shadesword from behind 1d20+11: [17]+11 = 28 , Damage: 11d6/2: [5, 3, 3, 6, 6, 2, 5, 6, 2, 5, 6]/2 = 24.5 M.D. + Save vs Magic 15+ see spell effects above
  10. Strike with Shadesword from behind 1d20+11: [6]+11 = 17 , Damage: 11d6/2: [5, 3, 4, 1, 1, 4, 4, 3, 5, 1, 1]/2 = 16 M.D. + Save vs Magic 15+ see spell effects above
  11. Strike with Shadesword from behind 1d20+11: [12]+11 = 23 , Damage: 11d6/2: [5, 1, 1, 4, 6, 4, 4, 2, 2, 2, 5]/2 = 18 M.D. + Save vs Magic 15+ see spell effects above
  12. Strike with Shadesword from behind 1d20+11: [5]+11 = 16 , Damage: 11d6/2: [1, 3, 5, 2, 4, 2, 2, 2, 4, 5, 3]/2 = 16.5 M.D. + Save vs Magic 15+ see spell effects above
  13. Strike with Shadesword from behind 1d20+11: [6]+11 = 17 , Damage: 11d6/2: [2, 4, 1, 5, 3, 5, 1, 1, 1, 2, 3]/2 = 14 M.D. + Save vs Magic 15+ see spell effects above
  14. Strike with Shadesword from behind 1d20+11: [7]+11 = 18 , Damage: 11d6/2: [3, 4, 2, 3, 4, 3, 5, 3, 1, 1, 1]/2 = 15 M.D. + Save vs Magic 15+ see spell effects above
  15. Strike with Shadesword from behind 1d20+11: [7]+11 = 18 , Damage: 11d6/2: [6, 1, 5, 6, 1, 1, 4, 3, 3, 1, 4]/2 = 17.5 M.D. + Save vs Magic 15+ see spell effects above
  16. Strike with Shadesword from behind 1d20+11: [15]+11 = 26 , Damage: 11d6/2: [1, 1, 5, 6, 6, 3, 1, 5, 2, 2, 5]/2 = 18.5 M.D. + Save vs Magic 15+ see spell effects above
  17. Strike with Shadesword from behind 1d20+11: [10]+11 = 21 , Damage: 11d6/2: [5, 1, 6, 5, 3, 1, 1, 1, 3, 6, 6]/2 = 19 M.D. + Save vs Magic 15+ see spell effects above
  18. Strike with Shadesword from behind 1d20+11: [11]+11 = 22 , Damage: 11d6/2: [2, 4, 1, 4, 1, 3, 6, 1, 1, 1, 6]/2 = 15 M.D. + Save vs Magic 15+ see spell effects above
  19. Strike with Shadesword from behind 1d20+11: [16]+11 = 27 , Damage: 11d6/2: [1, 3, 1, 1, 4, 5, 1, 5, 1, 5, 3]/2 = 15 M.D. + Save vs Magic 15+ see spell effects above
  20. Strike with Shadesword from behind 1d20+11: [13]+11 = 24 , Damage: 11d6/2: [1, 3, 6, 5, 1, 4, 5, 1, 6, 3, 3]/2 = 19 M.D. + Save vs Magic 15+ see spell effects above
Parry/Dodge/Roll (+15/+9/+3): 20d20: [6, 5, 10, 11, 1, 13, 2, 20, 4, 15, 13, 18, 1, 7, 8, 19, 17, 19, 7, 6] = 202

Targeted Deflection(+10): 20d20: [5, 15, 20, 4, 17, 12, 7, 1, 8, 11, 16, 2, 8, 10, 7, 20, 8, 18, 16, 4] = 209


Contingency: Grant will prioritize Targeted Deflection against ranged attacks over attacking

If Cosmic Armor goes down, he casts Levitation (5 PPE | 33 min | max weight 420 lbs | max altitude 160')if in the air, and then Armor Bizarre Bizarre (15 PPE, 165/2 M.D.C., HF 14)
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Gloriosa
Posts: 56
Joined: Tue Apr 18, 2023 3:52 pm

Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [19] = 19 /29%
JIC: 1d20: [7] = 7 / 1d100: [97] = 97
  • The Flame Wind Dragon can seemingly cause himself to burst into flames in a manner similar to the psychic Burster or Elemental Fusionist. Unlike them, the Dragon Hatchling's own scales are actually burning, even though this does no damage to the Flame Wind (this is just a natural part of the dragon's metabolism). Because the Flame Wind is actually on fire, anything he is carrying is damaged by his own raging flames and he will ignite anything he touches, such as carpeting, drapes, paper, wood, dry grass, etc. In combat, the dragon's fiery punch or tail does an extra 2D6 M.D. per strike plus its usual P.S. damage. Leaping on its back or trying to wrestle or entangle the flaming dragon will inflict 4D6 M.D. Every 4 seconds (or 2D4x10+10 M.D. per melee round). The flames can be maintained for (5 minutes/20 melee rounds) (+1 minute per level of experience), before the dragon Hatchling must rest for at least ten minutes to regenerate his flaming scales (duration is 10x longer for adults).
  • M.D.C.: 140/140
  • P.P.E.: 95/95
  • I.S.P.: 72/74


Save vs Magic: 1d20+6: [5]+6 = 11


"Oh no." Big Red mumbles under his dragon's breath as he watches all of the enchantments he just invoked get revoked. "Hit him hard! His armor's gone too! He's got no magic!" With a loud roar, he swoops back in and continues scorching War in an attempt to cook him inside of that mech he's got on.

Initiative: 1d20+2: [1]+2 = 3
APM: 6

Action 1: Fire Breath Attack. Strike: 1d20+8: [9]+8 = 17 Damage: 4d6: [6, 2, 3, 3] = 14 MD
Action 2: Fire Breath Attack. Strike: 1d20+8: [14]+8 = 22 Damage: 4d6: [6, 2, 1, 5] = 14 MD
Action 3: Fire Breath Attack. Strike: 1d20+8: [15]+8 = 23 Damage: 4d6: [6, 4, 2, 5] = 17 MD
Action 4: Fire Breath Attack. Strike: 1d20+8: [18]+8 = 26 Damage: 4d6: [3, 6, 4, 1] = 14 MD
Action 5-6: Reserved for Dodge.

Dodges: 1d20+14: [13]+14 = 27 1d20+14: [12]+14 = 26
Parries: 1d20+12: [13]+12 = 25 1d20+12: [3]+12 = 15 1d20+12: [16]+12 = 28 1d20+12: [3]+12 = 15 1d20+12: [11]+12 = 23 1d20+12: [17]+12 = 29
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Ronith
Group Leader
Posts: 701
Joined: Mon Oct 15, 2007 7:15 pm
Location: Group Leader: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [11] = 11 , 1d100: [31] = 31
PER: 1d100: [33] = 33 vs. 97%

Save vs. magic- 1d20: [16] = 16

Conditions:
25m00s, +1 APM, +2 PP [+1 s/p/d], +3 initiative, +1 strike, +2 parry/dodge, +15% on physical skills that rely on coordination or balance.
,
Applies to anyone who directs an attack at Ronith: +2 strike and parry, +1 dodge. Opponents lose all machine-provided bonuses, -1 APM, -4 strike Ronith, -2 to dodge Ronith’s attacks.
,
RPA Pilots: Inexperienced operators (levels 1-3) cannot use sensors at all, lose two attacks every time they try to figure out what’s going on. Experienced operators lose one attack and have a -40% penalty.
,
-1 strike, parry, and dodge; -5% on all skills
.

Code: Select all

[inline=Cosmic Armor]Cosmic Armor | 45 PPE | DB 13 120 | 56.50 MIN | Silver Body Armor with blue hue. Full EBA. 284/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills[/inline], [inline=Fleet Feet]3m30s; double PP (now 50; +3 s/p/autododge, +6 initiative), spd (now 52), and APM (now 18); -2 Initiative and -20% to skills requiring delicate movement[/inline], [inline=Multiple image]19m15s, Creates three identical copies that mimic Ronith’s movements exactly. -4  to save magic to see through them, or dispel if hit by iron.  +2I/d, +1s.


Ronith has seen enough anti-magic clouds to recognize the effect when it cancels his magical effects. With a snort he twirls Skyrender as his cosmic armor vanishes as well as his illusory duplicates and nightmarish speed. He must be getting worried. Ronith thinks with a scowl as he sheathes his blades. Then he sees War's challenge, and the scowl changes to a smirk. If you think I need magic to kill you, demon, think again. In a flash, Ronith takes off towards his opponent to confront him in the thick of the anti-magic cloud. Apparently unarmed. Ronith waits until he can get in close, then he leaps as high atop War's legs or chest as he can get and summons a pair of psi-swords. Cognizant of the loss of his magical protection, Ronith fights defensively but maintains his basic strategy from before- hit fast, stay mobile, and concentrate on drawing War's attention. To that end, he'll start throwing out some taunts. "Magical trickery, demon? Not exactly what I suspected from one named 'War.' I confess, I would not have thought you the easier fight out of the emaciated one and the diseased one. At this rate I expect Death to keel over from a strong breeze." Zoe, wherever you are now I hope you're smiling.

Initiative: 1d20+16: [12]+16 = 28
APM: 10

Action 1: 1d20+21: [17]+21 = 38 to strike, 10d6: [5, 2, 3, 3, 3, 4, 6, 1, 2, 3] = 32 MD with psi-sword.
Action 2: 1d20+21: [15]+21 = 36 to strike, 10d6: [3, 1, 2, 2, 4, 1, 1, 3, 3, 2] = 22 MD with psi-sword.
Action 3: 1d20+21: [13]+21 = 34 to strike, 10d6: [6, 2, 3, 3, 6, 2, 4, 3, 5, 6] = 40 MD with psi-sword.
Action 4: 1d20+21: [17]+21 = 38 to strike, 10d6: [5, 2, 5, 1, 6, 2, 1, 6, 2, 2] = 32 MD with psi-sword.
Action 5: 1d20+21: [17]+21 = 38 to strike, 10d6: [6, 3, 4, 1, 3, 3, 6, 6, 1, 6] = 39 MD with psi-sword.
Action 6: 1d20+21: [17]+21 = 38 to strike, 10d6: [1, 3, 5, 4, 2, 1, 4, 2, 4, 4] = 30 MD with psi-sword.
Action 7: 1d20+21: [13]+21 = 34 to strike, 10d6: [4, 6, 3, 5, 2, 3, 4, 6, 1, 6] = 40 MD with psi-sword.
Action 8: 1d20+21: [18]+21 = 39 to strike, 10d6: [3, 6, 3, 1, 5, 2, 1, 2, 2, 2] = 27 MD with psi-sword.
Action 9: 1d20+21: [8]+21 = 29 to strike, 10d6: [5, 2, 1, 3, 1, 5, 2, 6, 3, 6] = 34 MD with psi-sword.
Action 10: 1d20+21: [5]+21 = 26 to strike, 10d6: [4, 4, 1, 1, 4, 6, 3, 3, 6, 1] = 33 MD with psi-sword.

Auto-parries: 1d20+28: [18]+28 = 46 , 1d20+28: [17]+28 = 45 , 1d20+28: [7]+28 = 35 , 1d20+28: [17]+28 = 45 , 1d20+28: [13]+28 = 41 , 1d20+28: [1]+28 = 29 , 1d20+28: [13]+28 = 41 , 1d20+28: [4]+28 = 32 , 1d20+28: [6]+28 = 34 , 1d20+28: [5]+28 = 33
Auto-dodges: 1d20+14: [7]+14 = 21 , 1d20+14: [20]+14 = 34 , 1d20+14: [19]+14 = 33 , 1d20+14: [16]+14 = 30 , 1d20+14: [16]+14 = 30 , 1d20+14: [2]+14 = 16 , 1d20+14: [13]+14 = 27 , 1d20+14: [12]+14 = 26 , 1d20+14: [15]+14 = 29 , 1d20+14: [17]+14 = 31
I am better than you. You just don't know it.
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
| BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
ISP- 95/97; PPE- 47/57; MDC- 93/93 (self), 96/96 (cyber-armor)
, 0/75 (EBAFF), 46/90 (EBA),
Frostfang Heals: 0/4. Talismans: AoI (3/3); Invulnerability (3/3); Cleanse (3/3)
User avatar
Stardust
Posts: 14
Joined: Fri Jan 03, 2025 11:45 am

Re: The Horsemen of Eschaton

Post by Stardust »

JIC: 1d100: [56] = 56 / 1d20: [15] = 15
Perception: 1d100: [60] = 60 /26%

Conditions: HF/Awe: 12 (when identified), Tele-Empathy and Empathic Dependence (190ft radius)

Post:
Vulture wrote:"N-Nice shot! Go-- Blow that... fucker up."
Caidyn doesn't hesitate to refocus their fire on the monster that is War, the black cloud of smoke not deterring them. Caidyn had learned long ago the fallacy of forming emotional attachments to those they worked with. Any given day on the Pleasure Islands, a Pleasurer could vanish and no one would bat an eye. As a matter of fact, I guess that's what happened to me. Caidyn considers briefly how they were simply plucked from the islands and ended up dimensions away. Everything material in the world, including the people you meet along the way, are nothing but brief stops. The chance any one of them would remember another is infinitesimally small, unless they gain something from it. Caidyn considers as Starshot smiles beneath the Ironwing. Couldn't have put it better, toots. Let's go kill us a monster. We take this one down, Vicious isn't far behind. Starshot states internally as Caidyn releases a breathe and nods. If we can take down something as mighty as War, Vicious will finally meet their end too. And we'll finally be free. Caidyn affirms. Then maybe we can bend Vicious over for a chance. Stardust fantasizes about their own trauma while the other two wince at the thought. Eh, I'd rather shove a nuke up his ass. Starshot counters. Or drop him into a black hole. Caidyn continues as the trio of personalities flies towards War.

Starshot feels unaffected by the suppressing magic of the dark cloud and barrels in to reinforce the Heroes.
"Starshot to any remaining Dawn Patrol; focus fire on War! Need make some breathing room for the Heroes." Starshot calls over the Dawn Patrol frequency. "And watch out for any remaining Splurgoth fighters!" Starshot adds as they barrel towards war, unleashing their 3rd of 4 volleys of mini missiles towards the monster. Come on, come on, come on. Starshot curses as the mini-missiles streak towards War. Starshot will follow up with their Dragon Stomper and link up with the Heroes over their net if possible. "Heroes, Starshot from Dawn Patrol; enemy support is down. Just need to blast the big guy into orbit. Moving to flank." Starshot radios to the Heroes.

Combat Rolls:
APM: 6
Initiative: 1d20+2: [6]+2 = 8

1. Unleashes a volley of 4 plasma mini-missiles at the remaining flyer. Strike Roll 1d20+4: [17]+4 = 21 | Damage Roll: 1d6*10: [1]*10 = 10 *4
2. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [13]+4 = 17 Damage Roll: 6d6+10: [3, 3, 3, 4, 5, 1]+10 = 29
3. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [9]+4 = 13 Damage Roll: 6d6+10: [5, 4, 6, 5, 3, 4]+10 = 37
4. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [17]+4 = 21 Damage Roll: 6d6+10: [1, 4, 2, 4, 5, 2]+10 = 28
5. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [2]+4 = 6 Damage Roll: 6d6+10: [4, 3, 2, 5, 5, 3]+10 = 32
6. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [15]+4 = 19 Damage Roll: 6d6+10: [5, 3, 5, 5, 3, 3]+10 = 34

Auto-Parries (+7): 1d20: [13] = 13 , 1d20: [9] = 9 , 1d20: [1] = 1 , 1d20: [4] = 4 , 1d20: [8] = 8 , 1d20: [18] = 18 ,
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Underguard
Dimension Master
Posts: 1407
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: The Horsemen of Eschaton

Post by Underguard »

Conditions wrote:Current Time/Date in Africa: Friday, October 112PA,
Environmental Conditions: Outside temp; 34*C (89*F)
Ley Line/Nexus Presence: No Ley Line or Nexus within range.
Combat Round: 6
Contrary to what might be considered the safer route, the sight of the Anti-Magic Cloud engulfing them doesn't dissuade the Heroes for Hire, nor Stardust who barrels towards War with the last air support handled. Ronith steels his mind and barrels towards War with a taunting remark about Death. Ronith feels the dampening affect as he charges War. Lilith and Grant focus their minds and resist the Cloud's ability to completely negate their magic and manage to retain their effects. Gloriosa feels the full dampening effect from the Cloud, though fortunately his innate abilities remain. War's attempt to scramble the Heroes as Pestilence did appears to have failed as the Heroes continue their assault. Ronith could venture a guess these demonic avatars of Armageddon aren't accustomed to such resistance, save maybe Death.

Everyone hears a crackle over the team's radio as Hutch's robotic voice fills in the radio. "Warning, multiple signatures inbound from the northwest. Over twelve moving together. They will arrive in less than sixty seconds. The two Splurgoth fighters have headed that way." Hutch warns. Stardust also receives a near identical warning from Tarikos over their frequency. Ronith slices into War, the actual manifestation nearly fully exposed through the debris of the destroyed mech. Grant follows suit after a prayer to the Three, then summoning a Shadesword in place of the Omega Blade. Lilith joins in the fray with her inactive BattleFury Blade. Gloriosa and Stardust barrel in with ranged splash damage washing over War.

War retaliates with a sweeping series of multi-laser blasts from his shoulders that arc across the battlefield. The first blast aimed at Grant who is unable to deflect it as it splashes across his cosmic armor.[-48 MDC] The second is aimed towards Ronith who narrowly dodges it however Stardust is less fortunate as they feel the impact on their Ironwing. [-28 M.D.C. to Main Body.] War levels his right arm which Ronith, Gloriosa and Lilith can see appears to be the business end of an otherwordly cannon that War fires right at Ronith, his taunt successfully keeping him as the primary target. The cannon glows red and lobs an intense looking ball of molten fire that splashes outward. A second series of laser blasts erupt from War that manages to impact Ronith heavily on what Ronith can only attribute to sheer luck on War's part. [-76 M.D.C. to Cyber-Armor or personal MDC?]

What are your intentions?
GM Note:

Ronith: Under AMC Limitations
Grant: All Magic Reduced by Half, -156 MDC from Cosmic Armor
Gloriosa: Under AMC Limitations
Stardust: Under AMC Limitations, -173 MDC from MB of Ironwing, -22 from right wing, -15 from right arm
Lilith: All Magic Reduced by Half
Rifts: Earth Dimension Master
Palladium Fantasy Dimension Master
Cyberpunk Dimension Master
Heroes for Hire (H4H) GM || The Horizon Group (THG) GM || Palladium Fantasy GM ||
PCs: | Exe (PW GA) | Ronan (SS) | Venenifer (Roughnecks) | Glitch (PW GR) | Ashrak (Void Reavers) | James Syndulla(BattleTech) | Korosu(BattleTech)
╭∩╮(︶︿︶)╭∩╮

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Stardust
Posts: 14
Joined: Fri Jan 03, 2025 11:45 am

Re: The Horsemen of Eschaton

Post by Stardust »

JIC: 1d100: [4] = 4 / 1d20: [2] = 2
Perception: 1d100: [1] = 1 /26%

Conditions: HF/Awe: 12 (when identified), Tele-Empathy and Empathic Dependence (190ft radius)

Post:
Tarikos wrote:"Warning, multiple signatures inbound from the northwest. Over twelve moving together. They will arrive in less than sixty seconds. The two Splurgoth fighters have headed that way."
"Damn it!" Starshot curses inside their mech as they fly back around, the laser sweep of lasers splashing across their armor as Starshot looks back at War with a glare. "This just got paid off, asshole!" Starshot shouts in their mech, prompting Stardust and Caidyn to laugh internally as Starshot continues firing the Dragon Stopper with more fury. "We gotta take out War NOW! He's desperate! We won't have another chance like this if his buddies show up." Starshot calls out over the radio, urging the Dawn Patrol and Heroes for Hire to press the attack despite the warning.

You tell 'em, sugar. This hunk of metal is our favorite... tool. Stardust coos internally as Caidyn internally rolls their eye in annoyance. One of you wants to blow everything up, the other wants to f*ck everything... certainly makes the days more entertaining. Caidyn playfully bemoans. You know you love us, toots. Stardust playfully retorts. Both of you shut up! We got a PITA to deal with! Starshot finally snaps, somewhere around their 4th or 5th Dragon Stopper shot.

Combat Rolls:
APM: 6
Initiative: 1d20+2: [3]+2 = 5

1. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [1]+4 = 5 Damage Roll: 6d6+10: [4, 3, 2, 5, 1, 6]+10 = 31
2. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [14]+4 = 18 Damage Roll: 6d6+10: [2, 1, 2, 5, 4, 1]+10 = 25
3. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [19]+4 = 23 Damage Roll: 6d6+10: [5, 1, 6, 4, 2, 6]+10 = 34
4. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [1]+4 = 5 Damage Roll: 6d6+10: [4, 5, 3, 5, 4, 3]+10 = 34
5. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [7]+4 = 11 Damage Roll: 6d6+10: [5, 5, 3, 3, 4, 6]+10 = 36
6. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [6]+4 = 10 Damage Roll: 6d6+10

Auto-Parries: 1d20+7: [15]+7 = 22 , 1d20+7: [3]+7 = 10 , 1d20+7: [15]+7 = 22 , 1d20+7: [4]+7 = 11 , 1d20+7, 1d20+7: [8]+7 = 15 ,
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Grant Latham
Diamond Level Patron
Posts: 643
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [17] = 17
JIC: 1d20: [5] = 5 , 1d100: [58] = 58
Constant Abilities
Character Sheet
  • See the Invisible, including spirits and Astral Beings
  • Sense Ley Line: 94%
  • Sense Ley Line Nexus 104%
  • Sense a Rift: Automatic | 160m 1d100: [71] = 71
  • Sense Magic in Use: 1100'
  • Half Damage from magical cold, heat, and fire
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 15
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 101/101
  • I.S.P.: 98/98
  • P.P.E.: 710/710
  • Lord Magus Armor • Main Body: 50/50 Head: 45/45 Arms: 15/15 Legs:30/30
Range/Duration/Damage/M.D.C. halved
45 PPE | DB 13 120 | 44.25 MIN | Silver Body Armor with blue hue. Full EBA. 173 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

10 PPE | BOM 99 | 30' | up to 10' x 20' area | 7.25 min | House Rule Target on one of War's missile pods

120 PPE | BOM 140 | 5.5 Days | 296 PPE

PF2 186 | 20 PPE | 40' | 2.25 min | Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.

5 PPE | MA 9 | 118.25 min | Thermographic like vision out to 500'

20 PPE | MA 15 | 10.25 min | Organics using tech can save vs magic 15+ to see using natural vision

BOM 135 | 38 PPE | 120' | 2 weapons by touch, 1 at range| 1.50 min | Rune Weapons get a save vs magic 15+, otherwise none | Changes M.D. damage to S.D.C. damage | Targeted War's Mace

BOM 114 | 15 PPE | Effective Deflection Range is 2300' | 1.50 min | +3 to Parry + P.P. bonuses, energy based attacks deflect to source if parry greater than 13, physical attacks are deflect harmlessly away.

22 PPE | PF12 80 | Self | 10.75 min | 11d6/2 M.D. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.

| 10 PPE| BOM 109 | 5.5 Days | Provides Air, Food, Water, only

4 ISP | RUE 177 | 60' Surface/550'/Two Way | 21.75 min

| 12 PPE | BOM 114 | 10.50 min | Speak and understand all languages at 98%


Skybunker

Hopefully I've struck War enough times to begin slowing his reaction time. Grant thinks as he dances around War strike with his shadesword. Zigging instead of Zagging Grant feels the strain on his weakened Cosmic Armor. as one of War's attacks lands One or maybe two hits at this rate and the spell will be broken. His shadesword licks out, snicker snack as he sees Sir Ronith hit without the magical protection he had cast upon him earlier. Unsure of what protections Sir Ronith may have available, Grant casts one of the few protect magics that can be cast at range, Armor Bizarre (15 PPE | 5.5 min | 30' | 82 M.D.C., -1 Initiative to all enemies, HF 14 each round to enemies) upon Sir Ronith. If he sees any of his other teammates in melee actually take damage, he will cast the spell upon them as well.

60 seconds, is Grant's take away from the radio commentary. He only has time to say laconically, "Okay." We've got 30 seconds to get this done, or we will most likely need to retreat. The Lord Magi continues to attack War from behind as much as possible.



Initiative: 1d20+4: [7]+4 = 11
APM: 20 (21 w/ magic)
Critical Strike on 18-20, automatic from behind
Death Blow on Natural 20
P.P.: 28 (+7 Strike/Parry/Dodge), Spd: 64
  1. Strike with Shadesword from behind 1d20+11: [14]+11 = 25 , Damage: 11d6/2: [4, 6, 4, 4, 6, 2, 4, 4, 3, 1, 3]/2 = 20.5 M.D. + Save vs Magic 15+ see spell effects above
  2. Strike with Shadesword from behind 1d20+11: [9]+11 = 20 , Damage: 11d6/2: [5, 1, 3, 5, 3, 3, 3, 3, 3, 5, 5]/2 = 19.5 M.D. + Save vs Magic 15+ see spell effects above
  3. Begin Casting Armor Bizarre upon Sir Ronith
  4. Finish Casting Armor Bizarre upon Sir Ronith
  5. Strike with Shadesword from behind 1d20+11: [19]+11 = 30 , Damage: 11d6/2: [6, 3, 6, 2, 1, 3, 2, 3, 5, 6, 1]/2 = 19 M.D. + Save vs Magic 15+ see spell effects above crit!
  6. Strike with Shadesword from behind 1d20+11: [11]+11 = 22 , Damage: 11d6/2: [2, 5, 3, 1, 1, 2, 4, 1, 5, 2, 5]/2 = 15.5 M.D. + Save vs Magic 15+ see spell effects above
  7. Strike with Shadesword from behind 1d20+11: [5]+11 = 16 , Damage: 11d6/2: [6, 4, 4, 3, 4, 6, 4, 3, 6, 6, 3]/2 = 24.5 M.D. + Save vs Magic 15+ see spell effects above
  8. Strike with Shadesword from behind 1d20+11: [15]+11 = 26 , Damage: 11d6/2: [4, 1, 1, 1, 3, 2, 4, 4, 3, 3, 4]/2 = 15 M.D. + Save vs Magic 15+ see spell effects above
  9. Strike with Shadesword from behind 1d20+11: [7]+11 = 18 , Damage: 11d6/2: [1, 2, 2, 4, 4, 5, 4, 4, 5, 2, 2]/2 = 17.5 M.D. + Save vs Magic 15+ see spell effects above
  10. Strike with Shadesword from behind 1d20+11: [5]+11 = 16 , Damage: 11d6/2: [6, 5, 2, 4, 6, 6, 2, 2, 2, 1, 2]/2 = 19 M.D. + Save vs Magic 15+ see spell effects above
  11. Strike with Shadesword from behind 1d20+11: [13]+11 = 24 , Damage: 11d6/2: [3, 3, 2, 4, 2, 1, 3, 1, 6, 6, 5]/2 = 18 M.D. + Save vs Magic 15+ see spell effects above
  12. Strike with Shadesword from behind 1d20+11: [16]+11 = 27 , Damage: 11d6/2: [5, 4, 4, 6, 3, 5, 1, 2, 5, 3, 5]/2 = 21.5 M.D. + Save vs Magic 15+ see spell effects above
  13. Strike with Shadesword from behind 1d20+11: [15]+11 = 26 , Damage: 11d6/2: [5, 4, 6, 6, 2, 3, 6, 4, 5, 2, 1]/2 = 22 M.D. + Save vs Magic 15+ see spell effects above
  14. Strike with Shadesword from behind 1d20+11: [2]+11 = 13 , Damage: 11d6/2: [5, 1, 2, 4, 1, 5, 5, 2, 5, 2, 3]/2 = 17.5 M.D. + Save vs Magic 15+ see spell effects above
  15. Strike with Shadesword from behind 1d20+11: [11]+11 = 22 , Damage: 11d6/2: [2, 2, 6, 4, 3, 1, 3, 4, 3, 5, 2]/2 = 17.5 M.D. + Save vs Magic 15+ see spell effects above
  16. Strike with Shadesword from behind 1d20+11: [17]+11 = 28 , Damage: 11d6/2: [4, 4, 5, 5, 2, 5, 1, 5, 3, 3, 2]/2 = 19.5 M.D. + Save vs Magic 15+ see spell effects above
  17. Strike with Shadesword from behind 1d20+11: [2]+11 = 13 , Damage: 11d6/2: [3, 1, 3, 3, 2, 6, 4, 5, 6, 3, 2]/2 = 19 M.D. + Save vs Magic 15+ see spell effects above
  18. Strike with Shadesword from behind 1d20+11: [14]+11 = 25 , Damage: 11d6/2: [6, 1, 5, 2, 5, 1, 2, 5, 3, 2, 3]/2 = 17.5 M.D. + Save vs Magic 15+ see spell effects above
  19. Strike with Shadesword from behind 1d20+11: [19]+11 = 30 , Damage: 11d6/2: [3, 6, 4, 3, 3, 4, 5, 3, 6, 2, 1]/2 = 20 M.D. + Save vs Magic 15+ see spell effects above crit!
  20. Strike with Shadesword from behind 1d20+11: [8]+11 = 19 , Damage: 11d6/2: [3, 2, 2, 6, 2, 4, 3, 5, 4, 1, 3]/2 = 17.5 M.D. + Save vs Magic 15+ see spell effects above
  21. Strike with Shadesword from behind 1d20+11: [9]+11 = 20 , Damage: 11d6/2: [4, 3, 3, 3, 2, 4, 6, 2, 3, 6, 4]/2 = 20 M.D. + Save vs Magic 15+ see spell effects above
Parry/Dodge/Roll (+15/+9/+3): 20d20: [1, 4, 16, 10, 1, 20, 1, 17, 5, 16, 15, 12, 3, 14, 8, 6, 11, 3, 2, 15] = 180

Targeted Deflection(+10): 20d20: [4, 9, 17, 2, 3, 1, 17, 18, 6, 10, 14, 20, 18, 13, 17, 11, 3, 17, 11, 17] = 228 | 13 or higher deflects energy attacks back to originator


Contingency: Grant will prioritize Targeted Deflection against ranged attacks over attacking

If Cosmic Armor goes down, he casts Levitation (2 actions | 5 PPE | 16.5 min | 60' | max weight 420 lbs | max altitude 160')if in the air, and then Armor Bizarre Bizarre (2 actions | 15 PPE | 5.5 min | 30' | 82 M.D.C., HF 14)

At the point that Grant casts Armor Bizarre, he will use his remaining actions to begin casting Impervious to Energy (4 actions | 20 PPE | BOM 113 | Self | 11 min)

For Sir Ronith:

Code: Select all

[inline=Armor Bizarre]15 PPE | 5.5 min | 30' | 82 M.D.C., -1 Initiative to all enemies, HF 14 each round to enemies[/inline]
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Lilith
Posts: 21
Joined: Thu Nov 09, 2023 12:34 pm

Re: The Horsemen of Eschaton

Post by Lilith »

Perception: 1d100: [27] = 27 / 44%
JiC d100: 1d100: [78] = 78 ; JiC d20: 1d20: [19] = 19

+15% Perception, +1 strike, +2 parry, +2 dodge, +10% to any skills relying on basic senses
Duration: 19.25/20 minutes
,
+1 attack per melee, +3 initiative, +1 strike, +2 parry, +2 dodge, +2 P.P., +15% to Physical skills that rely on coordination or balance.
Duration: 7.25/8 minutes
,
+1 parry, 30/30 M.D.C., quarter damage from parried attacks.
Duration: 7.25/7 minutes
,
Magic is half strength (already included in other effects), personal P.P.E. is halved. Current P.P.E.: 22 / 69


While Lilith's ability to fight is drastically reduced by the Anti-Magic Cloud, the fact that Ronith is holding the attention away from the mutant bee, allowing her to dive right back into the fight, wincing a little as the massive cannon is aimed her team lead's way. He can handle it, I'm sure. He's handled everything else thrown his way thus far.

Aloud, she only offers the brief phrase, "Staying low on the legs" before buzzing back to it, one of her eyes keeping watch for the monster to switch its attention to her.

Combat Post

Initiative: 1d20+9: [11]+9 = 20
APM: 9
Ignores any energy-based attacks directed her way (no damage/half damage if magical)

Action 1: Strike with the inactive Battle Fury Blade. Strike: 1d20+9: [1]+9 = 10 - Nat 1!; Damage: 6d6+4: [6, 3, 3, 6, 1, 2]+4 = 25 M.D.

Action 2: Another slash at War's legs. Strike: 1d20+9: [2]+9 = 11 ; Damage: 6d6+4: [5, 6, 6, 3, 4, 1]+4 = 29 M.D.

Action 3: More sword strikes. Strike: 1d20+9: [9]+9 = 18 ; Damage: 6d6+4: [3, 6, 6, 1, 1, 2]+4 = 23 M.D.

Action 4: More sword strikes. Strike: 1d20+9: [11]+9 = 20 ; Damage: 6d6+4: [1, 6, 3, 5, 2, 4]+4 = 25 M.D.

Action 5: More sword strikes. Strike: 1d20+9: [20]+9 = 29 - Nat 20!; Damage: 6d6+4: [6, 5, 6, 4, 1, 6]+4 = 32 x2 = 64 M.D.

Action 6: More sword strikes. Strike: 1d20+9: [12]+9 = 21 ; Damage: 6d6+4: [1, 2, 1, 4, 6, 3]+4 = 21 M.D.

Action 7: More sword strikes. Strike: 1d20+9: [8]+9 = 17 ; Damage: 6d6+4: [2, 1, 1, 3, 3, 6]+4 = 20 M.D.

Action 8: Reserved for dodge. Dodge: 1d20+9: [17]+9 = 26

Action 9: Reserved for dodge. Dodge: 1d20+9: [6]+9 = 15

Auto-parries: 1d20+12: [12]+12 = 24 ; 1d20+12: [3]+12 = 15 ; 1d20+12: [8]+12 = 20 ; 1d20+12: [4]+12 = 16 ; 1d20+12: [3]+12 = 15 ; 1d20+12: [4]+12 = 16 ; 1d20+12: [4]+12 = 16 ; 1d20+12: [17]+12 = 29 ; 1d20+12: [1]+12 = 13 - Nat 1! - If Magical Shield drops, parry bonus is +11.

Contingency: Should her Magical Shield and Main Body go down, and no Armor Bizarre is cast on her, Lilith will sacrifice action 7 for another dodge. Dodge: 1d20+9: [12]+9 = 21
Lilith
Buzzing along the path of redemption.

Personal Status
P.P.E.: 91 / 137
I.S.P.: 28 / 50
Carapace M.D.C.: 240 / 240
Wrangler Riding Armor w/Long-coat
M.D.C. by Location
  • Helmet: 50 / 50
  • Right Arm: 44 / 44
  • Left Arm: 44 / 44
  • Right Leg: 53 / 53
  • Left Leg: 53 / 53
  • Main Body: 113 / 113
Modifier: -5% movement penalty
Weapons & Attacks
Energy Bolts: 5D6 M.D.; Range: 1,000' (2,000' at additional P.P.E. cost)
Battle Fury Blade: 6D6 M.D.; Can activate Battle Fury for 3 minutes, increasing damage to 2D4*10 M.D., attacking twice per APM used (second attack is parried at a -5), and gaining a 100 M.D.C. magical suit of armor.
Flaming Dagger: 2D6 M.D.; lasts 6 minutes per activation.
Constant Effects
Gives the character the ability to hear very faint sounds (light footsteps, small animals breathing). The character can also overhear conversation at a much greater distance than is normally possible. + 1 on initiative.

Can see double the usual distance and detail of normal human vision.

Range: 1,000'; must be starlight or some other light source available. If in a completely blacked out area, a cave for example, nothing will be visible.

The Mystic Knight is impervious to lasers, ion blasts, particle beams, plasma bolts, electricity, fire, heat and radiation.
Magically created energy and ley line storms inflict half damage.
Rune weapons, holy weapons, and most magical weapons of all kinds do full damage. Likewise, ordinary swords, clubs, spears, etc., as well as bullets, arrows, Vibro-Blades, thrown rocks, falls, punches and most kinetic based attacks, do full damage.
Applies to all armor worn as well, as it is both an inherit trait and automatically generated field that surrounds the Mystic Knight.

The Mystic Knight is able to feel whether there is a ley line within the area of their sensing abilities, 40 miles (+10 miles).

The knight will automatically feel the sensation of a Rift opening or closing anywhere within 80 miles (+10 miles) of them. Although they cannot tell exactly where this Rift is, the knight knows if it is near or far and whether it is big or small. Note: When actually on a ley line, the Mystic Knight will know exactly where the Rift is located and can sense one where it is, as long as it is on the ley line or a connecting line.

: The expenditure of magic in the form of a spell, Rifting, or Techno-Wizardy can be felt, if not seen, up to 400' (+100') away. The Mystic Knight will not know the location nor be able to trace it, but they will feel its energy and know that magic is being used in the area of their sensing range. Note: This does not include the use of psionic powers.
Sixth Sense
The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to themself or somebody near them (within 90'). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All they know is that something life threatening will happen within the next 60 seconds! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever their life is in great peril or the life of somebody they greatly care about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90' or a flash flood is rushing their way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all their I.S.P. the Sixth Sense is temporarily rendered inoperative.
  • Range: 90'
  • Duration: Until the danger passes or happens. Bonuses apply only to the first round of the attack from the source of the sensed danger.
  • I.S.P.: 2
  • Saving Throw: None.
  • Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge, and the character can not be surprised by a sneak attack from behind.
User avatar
Ronith
Group Leader
Posts: 701
Joined: Mon Oct 15, 2007 7:15 pm
Location: Group Leader: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [2] = 2 , 1d100: [75] = 75
PER: 1d100: [98] = 98 vs. 97%

Conditions:
15 PPE | 5.5 min | 30' | 82 M.D.C., -1 Initiative to all enemies, HF 14 each round to enemies
,
24m45s, +1 APM, +2 PP [+1 s/p/d], +3 initiative, +1 strike, +2 parry/dodge, +15% on physical skills that rely on coordination or balance.
,
Applies to anyone who directs an attack at Ronith: +2 strike and parry, +1 dodge. Opponents lose all machine-provided bonuses, -1 APM, -4 strike Ronith, -2 to dodge Ronith’s attacks.
,
RPA Pilots: Inexperienced operators (levels 1-3) cannot use sensors at all, lose two attacks every time they try to figure out what’s going on. Experienced operators lose one attack and have a -40% penalty.
,
-1 strike, parry, and dodge; -5% on all skills
.

Code: Select all

[inline=Cosmic Armor]Cosmic Armor | 45 PPE | DB 13 120 | 56.25 MIN | Silver Body Armor with blue hue. Full EBA. 284/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills[/inline], [inline=Fleet Feet]3m15s; double PP (now 50; +3 s/p/autododge, +6 initiative), spd (now 52), and APM (now 18); -2 Initiative and -20% to skills requiring delicate movement[/inline], [inline=Multiple image]19m00s, Creates three identical copies that mimic Ronith’s movements exactly. -4  to save magic to see through them, or dispel if hit by iron.  +2I/d, +1s.


Ronith grits his teeth as War overloads the force field on his EBA (and scratches the paint underneath), but continues the assault. He has the same ego as all the other gods of darkness. Easy to prick, easy to provoke. Keep it up, old man. Hopefully your armor will hold up longer than the demon’s luck. The cyber-knight doesn’t flinch when Grant’s armor bizarre goes over him, but as he continues to dance about the horseman Ronith will give his second a nod of thanks if he has the chance. He otherwise keeps his attention focused on his foe, and hopes to accomplish the reverse as well. ”Such a mighty demon-king. Co-opting mortal technology and still can’t do more than scratch the paint on my armor. Are you even trying anymore, or are your sensors fogged up with human stench and detritus?” Ronith will continue to taunt, dash, and slash around War; he will look for any vulnerable areas such as sensors/head, weapons, and knees in the hopes of keeping War off-balance physically as well as emotionally.

Initiative: 1d20+16: [2]+16 = 18
APM: 10

Action 1: 1d20+21: [14]+21 = 35 to strike, 10d6: [3, 5, 6, 3, 6, 6, 2, 6, 2, 5] = 44 MD with psi-sword.
Action 2: 1d20+21: [6]+21 = 27 to strike, 10d6: [5, 6, 2, 1, 6, 3, 2, 2, 6, 4] = 37 MD with psi-sword.
Action 3: 1d20+21: [4]+21 = 25 to strike, 10d6: [1, 5, 2, 4, 6, 6, 5, 2, 5, 2] = 38 MD with psi-sword.
Action 4: 1d20+21: [6]+21 = 27 to strike, 10d6: [6, 5, 3, 1, 2, 3, 1, 3, 1, 6] = 31 MD with psi-sword.
Action 5: 1d20+21: [5]+21 = 26 to strike, 10d6: [2, 6, 5, 5, 6, 3, 6, 4, 4, 1] = 42 MD with psi-sword.
Action 6: 1d20+21: [7]+21 = 28 to strike, 10d6: [1, 2, 6, 1, 5, 5, 1, 2, 3, 6] = 32 MD with psi-sword.
Action 7: 1d20+21: [12]+21 = 33 to strike, 10d6: [2, 4, 1, 4, 4, 3, 1, 6, 4, 3] = 32 MD with psi-sword.
Action 8: 1d20+21: [8]+21 = 29 to strike, 10d6: [4, 5, 1, 6, 6, 5, 6, 2, 6, 5] = 46 MD with psi-sword.
Action 9: 1d20+21: [20]+21 = 41 to strike, 10d6: [4, 6, 5, 1, 2, 2, 1, 6, 1, 2] = 30 MD with psi-sword.
Action 10: 1d20+21: [17]+21 = 38 to strike, 10d6: [6, 3, 3, 1, 3, 6, 2, 2, 2, 2] = 30 MD with psi-sword.

Auto-parries: 1d20+28: [11]+28 = 39 , 1d20+28: [4]+28 = 32 , 1d20+28: [12]+28 = 40 , 1d20+28: [15]+28 = 43 , 1d20+28: [2]+28 = 30 , 1d20+28: [7]+28 = 35 , 1d20+28: [7]+28 = 35 , 1d20+28: [11]+28 = 39 , 1d20+28: [11]+28 = 39 , 1d20+28: [19]+28 = 47
Auto-dodges: 1d20+14: [1]+14 = 15 , 1d20+14: [3]+14 = 17 , 1d20+14: [14]+14 = 28 , 1d20+14: [8]+14 = 22 , 1d20+14: [6]+14 = 20 , 1d20+14: [15]+14 = 29 , 1d20+14: [2]+14 = 16 , 1d20+14: [11]+14 = 25 , 1d20+14: [19]+14 = 33 , 1d20+14: [13]+14 = 27
I am better than you. You just don't know it.
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
| BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
ISP- 95/97; PPE- 47/57; MDC- 93/93 (self), 96/96 (cyber-armor)
, 0/75 (EBAFF), 46/90 (EBA),
Frostfang Heals: 0/4. Talismans: AoI (3/3); Invulnerability (3/3); Cleanse (3/3)
User avatar
Gloriosa
Posts: 56
Joined: Tue Apr 18, 2023 3:52 pm

Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [90] = 90 /29%
JIC: 1d20: [2] = 2 / 1d100: [70] = 70


Gloriosa flies a beeline straight to the top of War. Yelling at the top of the mech where one would assume a set of ears would be, he says "That was a present from my best friend and you ruined it! Eat fire, chromedome!" After some very stylized, very dated threats, Gloriosa unleashes a torrent of flames from his mouth. Washing over War's helmet, Gloriosa hopes to take his vision while doing some damage.


Initiative: 1d20+2: [9]+2 = 11
APM: 6

Action 1: Fly up to War's helmet
Action 2: Breath Weapon. Strike: 1d20+8: [1]+8 = 9 Damage: 4d6: [2, 6, 2, 5] = 15
Action 3: Breath Weapon. Strike: 1d20+8: [7]+8 = 15 Damage: 4d6: [1, 3, 3, 6] = 13
Action 4: Breath Weapon. Strike: 1d20+8: [19]+8 = 27 Damage: 4d6: [5, 5, 4, 5] = 19
Action 5: Breath Weapon. Strike: 1d20+8: [18]+8 = 26 Damage: 4d6: [5, 1, 1, 6] = 13
Action 6: Reserved for Dodge: 1d20+13: [17]+13 = 30


Parries: 1d20+12: [14]+12 = 26 1d20+12: [11]+12 = 23 1d20+12: [9]+12 = 21 1d20+12: [15]+12 = 27 1d20+12: [7]+12 = 19 1d20+12: [2]+12 = 14
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Underguard
Dimension Master
Posts: 1407
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: The Horsemen of Eschaton

Post by Underguard »

Conditions wrote:Current Time/Date in Africa: Friday, October 112PA,
Environmental Conditions: Outside temp; 34*C (89*F)
Ley Line/Nexus Presence: No Ley Line or Nexus within range.
Combat Round: 7
Ronith's taunts are met with a powerful blow from War that sends the Cyber-knight staggering back [Nat 1 dodge, -43 M.D.C. from EBA or Cyber-Armor; hit happens before Armor Bizaar] Lilith retaliates so strongly that her blade gets temporarily lodged in War's leg. Ronith and Grant both move to engage and land succesful strikes, moving faster inbetween the slower and heavy strikes of War. Grant spots Ronith take the hit and casts Armor Bizaar on him. Gloriosa calls out for War to eat fire and as the dragon builds for a flame breathe attack, Gloriosa suddenly coughs, mid air and recoils slightly in the air, wings coiled. Grant and Lilith both hear the bellowing cough Gloriosa feels the failed flame breathe singeing his throat [-15 M.D.C. to personal M.D.C.] However, Gloriosa is able to recover and initiate another flame breathe attack that splashes on War's armored body.

Stardust joins the fray leading the remaining survivors of the Dawn Patrol, two ground power armors and their Ironwing. Swooping in, Stardust's Dragon Stopper jams on the first shot, but they are able to recover quickly and unload on War with the other two opening fire. One of the ground PAs moves in for melee with the others, a large energy like sword extending from the power armor's right arm. The other ground PA levels a railgun and works in tandem with those engaging war. Both the Heroes and Dawn Patrol realize since the AMC that the Splurgoth fighters have disengaged completely. Stardust spotted them heading in the direction of the incoming reinforcements that Tarikos warned about.

Though a few of the heroes prove to be faster than War, many of the others do not. War, refocuses from the taunting Cyberknight to other targets. War fires a laser sweep from his shoulder-mounted cannons towards Grant who attempts to use Targeted Deflection however ends up moving into the blast instead [Nat 1 Parry/Dodge; 38 M.D.C. to Cosmic Armor]. The Heroes and Dawn Patrol aren't dissuaded though and continue the assault on War. War struggles to make another connection to any of the nearby targets as the Heroes and Dawn Patrol continue chipping away at his durability. Grant, Lilith and Stardust seeing some effective and lasting damage on the monstrosity that is War. Stardust can actually see damaged pieces of War's metallic body repairing itself.

What are your intentions?
GM Note: Ronith please confirm if the strike hits EBA or CA ;; Grant please verify the new max of half-powered Cosmic Armor.

Ronith: Under AMC Limitations; -43 M.D.C. to EBA or Cyber-Armor
Grant: All Magic Reduced by Half, -194 MDC from Cosmic Armor
Gloriosa: Under AMC Limitations; -15 personal M.D.C.
Stardust: Under AMC Limitations, -173 MDC from MB of Ironwing, -22 from right wing, -15 from right arm
Lilith: All Magic Reduced by Half
Rifts: Earth Dimension Master
Palladium Fantasy Dimension Master
Cyberpunk Dimension Master
Heroes for Hire (H4H) GM || The Horizon Group (THG) GM || Palladium Fantasy GM ||
PCs: | Exe (PW GA) | Ronan (SS) | Venenifer (Roughnecks) | Glitch (PW GR) | Ashrak (Void Reavers) | James Syndulla(BattleTech) | Korosu(BattleTech)
╭∩╮(︶︿︶)╭∩╮

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Grant Latham
Diamond Level Patron
Posts: 643
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
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Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [20] = 20
JIC: 1d20: [20] = 20 , 1d100: [93] = 93
Constant Abilities
Character Sheet
  • See the Invisible, including spirits and Astral Beings
  • Sense Ley Line: 94%
  • Sense Ley Line Nexus 104%
  • Sense a Rift: Automatic | 160m 1d100: [19] = 19
  • Sense Magic in Use: 1100'
  • Half Damage from magical cold, heat, and fire
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 15
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 101/101
  • I.S.P.: 98/98
  • P.P.E.: 710/710
  • Lord Magus Armor • Main Body: 50/50 Head: 45/45 Arms: 15/15 Legs:30/30
Range/Duration/Damage/M.D.C. halved
45 PPE | DB 13 120 | 44.00 MIN | Silver Body Armor with blue hue. Full EBA. 135 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

10 PPE | BOM 99 | 30' | up to 10' x 20' area | 7.00 min | House Rule Target on one of War's missile pods

120 PPE | BOM 140 | 5.5 Days | 281 PPE

PF2 186 | 20 PPE | 40' | 2.00 min | Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.

5 PPE | MA 9 | 118.00 min | Thermographic like vision out to 500'

20 PPE | MA 15 | 10.00 min | Organics using tech can save vs magic 15+ to see using natural vision

BOM 135 | 38 PPE | 120' | 2 weapons by touch, 1 at range| 1.25 min | Rune Weapons get a save vs magic 15+, otherwise none | Changes M.D. damage to S.D.C. damage | Targeted War's Mace

BOM 114 | 15 PPE | Effective Deflection Range is 2300' | 1.25 min | +3 to Parry + P.P. bonuses, energy based attacks deflect to source if parry greater than 13, physical attacks are deflect harmlessly away.

22 PPE | PF12 80 | Self | 10.50 min | 11d6/2 M.D. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.

| 10 PPE| BOM 109 | 5.5 Days | Provides Air, Food, Water, only

4 ISP | RUE 177 | 60' Surface/550'/Two Way | 21.50 min

| 12 PPE | BOM 114 | 10.25 min | Speak and understand all languages at 98%


Skybunker

Cosmic Armor down to 135 M.D.C.

He hasn't cast any additional magic since the cloud appeared. Can I use that to my advantage? With only seconds to think, he comes up with nothing as he continues to slash with the shadesword. I can still cast magic, but it's weakened. He slashes a few more times, Magic Net? He's big, but it may still work. He casts Magic Net (7 PPE | BOM 99 | Dodge 16 or higher | 11 min | 2 rounds to cut with M.D. weapons from the outside, those caught are helpless.)

If it works, Grant yells and says mentally to Sir Ronith, "Quickly, strike the head!" Quickly, strike the head!

If it doesn't work, Grant continues to strike with the shadesword, from behind when possible to strike him critically.
If War runs out of actions (and therefore can no longer dodge) before Grant, Grant will attempt to cast Magic Net a second time


Initiative: 1d20+4: [9]+4 = 13
APM: 20 (21 w/ magic)
Critical Strike on 18-20, automatic from behind
Death Blow on Natural 20
P.P.: 28 (+7 Strike/Parry/Dodge), Spd: 64
  1. Strike with Shadesword from behind 1d20+11: [12]+11 = 23 , Damage: 11d6/2: [6, 1, 6, 2, 5, 5, 5, 2, 5, 1, 5]/2 = 21.5 M.D. + Save vs Magic 15+ see spell effects above
  2. Strike with Shadesword from behind 1d20+11: [13]+11 = 24 , Damage: 11d6/2: [4, 2, 1, 6, 5, 1, 6, 1, 4, 4, 6]/2 = 20 M.D. + Save vs Magic 15+ see spell effects above
  3. Strike with Shadesword from behind 1d20+11: [7]+11 = 18 , Damage: 11d6/2: [4, 5, 5, 5, 1, 6, 3, 2, 1, 6, 4]/2 = 21 M.D. + Save vs Magic 15+ see spell effects above
  4. Strike with Shadesword from behind 1d20+11: [12]+11 = 23 , Damage: 11d6/2: [6, 4, 6, 2, 4, 2, 3, 5, 1, 4, 2]/2 = 19.5 M.D. + Save vs Magic 15+ see spell effects above
  5. Begin Casting Magic Net on War
  6. Finish Casting Magic Net on War
  7. Strike with Shadesword from behind 1d20+11: [15]+11 = 26 , Damage: 11d6/2: [5, 2, 1, 5, 6, 6, 1, 4, 6, 2, 3]/2 = 20.5 M.D. + Save vs Magic 15+ see spell effects above
  8. Strike with Shadesword from behind 1d20+11: [12]+11 = 23 , Damage: 11d6/2: [1, 3, 4, 6, 4, 4, 5, 2, 3, 5, 3]/2 = 20 M.D. + Save vs Magic 15+ see spell effects above
  9. Strike with Shadesword from behind 1d20+11: [13]+11 = 24 , Damage: 11d6/2: [1, 6, 3, 3, 4, 6, 1, 1, 5, 3, 6]/2 = 19.5 M.D. + Save vs Magic 15+ see spell effects above
  10. Strike with Shadesword from behind 1d20+11: [18]+11 = 29 , Damage: 11d6/2: [5, 1, 3, 5, 2, 6, 3, 6, 5, 6, 4]/2 = 23 M.D. + Save vs Magic 15+ see spell effects above crit!
  11. Strike with Shadesword from behind 1d20+11: [15]+11 = 26 , Damage: 11d6/2: [3, 3, 6, 2, 4, 5, 1, 1, 2, 5, 3]/2 = 17.5 M.D. + Save vs Magic 15+ see spell effects above
  12. Strike with Shadesword from behind 1d20+11: [11]+11 = 22 , Damage: 11d6/2: [6, 2, 1, 3, 4, 6, 6, 2, 6, 6, 5]/2 = 23.5 M.D. + Save vs Magic 15+ see spell effects above
  13. Strike with Shadesword from behind 1d20+11: [17]+11 = 28 , Damage: 11d6/2: [2, 6, 4, 2, 4, 2, 4, 3, 2, 5, 1]/2 = 17.5 M.D. + Save vs Magic 15+ see spell effects above
  14. Strike with Shadesword from behind 1d20+11: [3]+11 = 14 , Damage: 11d6/2: [3, 2, 1, 2, 2, 1, 6, 6, 5, 3, 4]/2 = 17.5 M.D. + Save vs Magic 15+ see spell effects above
  15. Strike with Shadesword from behind 1d20+11: [16]+11 = 27 , Damage: 11d6/2: [5, 1, 4, 4, 5, 4, 1, 6, 2, 4, 3]/2 = 19.5 M.D. + Save vs Magic 15+ see spell effects above
  16. Strike with Shadesword from behind 1d20+11: [7]+11 = 18 , Damage: 11d6/2: [4, 5, 3, 1, 2, 1, 1, 3, 2, 1, 5]/2 = 14 M.D. + Save vs Magic 15+ see spell effects above
  17. Strike with Shadesword from behind 1d20+11: [3]+11 = 14 , Damage: 11d6/2: [4, 4, 3, 2, 5, 5, 5, 3, 2, 3, 5]/2 = 20.5 M.D. + Save vs Magic 15+ see spell effects above
  18. Strike with Shadesword from behind 1d20+11: [13]+11 = 24 , Damage: 11d6/2: [4, 6, 3, 6, 6, 1, 4, 6, 6, 2, 5]/2 = 24.5 M.D. + Save vs Magic 15+ see spell effects above
  19. Strike with Shadesword from behind 1d20+11: [14]+11 = 25 , Damage: 11d6/2: [1, 6, 1, 3, 4, 4, 6, 2, 5, 1, 1]/2 = 17 M.D. + Save vs Magic 15+ see spell effects above
  20. Strike with Shadesword from behind 1d20+11: [5]+11 = 16 , Damage: 11d6/2: [6, 5, 5, 1, 3, 4, 5, 6, 3, 2, 1]/2 = 20.5 M.D. + Save vs Magic 15+ see spell effects above
  21. Strike with Shadesword from behind 1d20+11: [5]+11 = 16 , Damage: 11d6/2: [5, 5, 5, 3, 5, 4, 6, 4, 3, 6, 1]/2 = 23.5 M.D. + Save vs Magic 15+ see spell effects above
Parry/Dodge/Roll (+15/+9/+3): 20d20: [11, 11, 1, 8, 5, 4, 7, 8, 4, 6, 1, 11, 14, 14, 16, 17, 5, 9, 20, 18] = 190

Targeted Deflection(+10): 20d20: [11, 5, 5, 13, 1, 15, 17, 8, 5, 18, 18, 11, 4, 6, 18, 12, 11, 4, 20, 6] = 208 | 13 or higher deflects energy attacks back to originator


Contingency: Grant will prioritize Targeted Deflection against ranged attacks over attacking.

Grant will recast Armor Bizarre as necessary to keep Sir Ronith up.

If Cosmic Armor goes down, he casts Levitation (2 actions | 5 PPE | 16.5 min | 60' | max weight 420 lbs | max altitude 160')if in the air, and then Armor Bizarre Bizarre (2 actions | 15 PPE | 5.5 min | 30' | 82 M.D.C., HF 14)

At the point that Grant casts Armor Bizarre on himself, he will use his remaining actions to begin casting Impervious to Energy (4 actions | 20 PPE | BOM 113 | Self | 11 min)
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Ronith
Group Leader
Posts: 701
Joined: Mon Oct 15, 2007 7:15 pm
Location: Group Leader: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [7] = 7 , 1d100: [9] = 9
PER: 1d100: [95] = 95 vs. 97%

Conditions:
15 PPE | 5.25 min | 30' | 82 M.D.C., -1 Initiative to all enemies, HF 14 each round to enemies
,
24m30s, +1 APM, +2 PP [+1 s/p/d], +3 initiative, +1 strike, +2 parry/dodge, +15% on physical skills that rely on coordination or balance.
,
Applies to anyone who directs an attack at Ronith: +2 strike and parry, +1 dodge. Opponents lose all machine-provided bonuses, -1 APM, -4 strike Ronith, -2 to dodge Ronith’s attacks.
,
RPA Pilots: Inexperienced operators (levels 1-3) cannot use sensors at all, lose two attacks every time they try to figure out what’s going on. Experienced operators lose one attack and have a -40% penalty.
,
-1 strike, parry, and dodge; -5% on all skills
.

Code: Select all

[inline=Cosmic Armor]Cosmic Armor | 45 PPE | DB 13 120 | 56.00 MIN | Silver Body Armor with blue hue. Full EBA. 284/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills[/inline], [inline=Fleet Feet]3m00s; double PP (now 50; +3 s/p/autododge, +6 initiative), spd (now 52), and APM (now 18); -2 Initiative and -20% to skills requiring delicate movement[/inline], [inline=Multiple image]18m45s, Creates three identical copies that mimic Ronith’s movements exactly. -4  to save magic to see through them, or dispel if hit by iron.  +2I/d, +1s.

OOC Comments
Signature updated to reflect damage to EBA- it’s down to about half.
Ronith staggers back under the massive hit and shakes himself. Gotta move faster, old man. You can’t take too many hits like that. But my defenses just need to hold up longer than War’s. Odin protect me. Ronith will continue his attacks (both physical and emotional) on the Horseman- if he hears Grant’s summons he will dispel one psi-sword and begin leap-climbing up War’s body so as to savage the head from close range. Either way, he will continue to keep dancing about War while taunting him in the hopes of drawing more attacks. ”What kind of a demon lord are you, anyway? There are barely a dozen mortals here- most of them humans! I thought your ilk was supposed to be harbingers of Armageddon- I’ve seen worse apocalypses in a toilet! What’s wrong, big man? Getting frustrated that you can’t kill one measly elf?” Cognizant of the effect he’s going for with his taunts, Ronith will continue to fight defensively.


Initiative: 1d20+16: [4]+16 = 20
APM: 10

Action 1: 1d20+21: [20]+21 = 41 to strike, 10d6: [4, 4, 5, 6, 2, 2, 2, 6, 4, 1] = 36 MD with psi-sword.
Action 2: 1d20+21: [14]+21 = 35 to strike, 10d6: [2, 1, 3, 4, 1, 1, 2, 5, 3, 6] = 28 MD with psi-sword.
Action 3: 1d20+21: [12]+21 = 33 to strike, 10d6: [4, 4, 4, 3, 6, 1, 3, 3, 4, 6] = 38 MD with psi-sword.
Action 4: 1d20+21: [20]+21 = 41 to strike, 10d6: [1, 4, 2, 4, 4, 2, 1, 5, 5, 2] = 30 MD with psi-sword.
Action 5: 1d20+21: [11]+21 = 32 to strike, 10d6: [5, 5, 5, 4, 4, 3, 1, 4, 3, 1] = 35 MD with psi-sword.
Action 6: 1d20+21: [14]+21 = 35 to strike, 10d6: [4, 1, 1, 2, 6, 1, 2, 4, 6, 1] = 28 MD with psi-sword.
Action 7: 1d20+21: [11]+21 = 32 to strike, 10d6: [5, 1, 4, 2, 4, 2, 3, 4, 2, 5] = 32 MD with psi-sword.
Action 8: 1d20+21: [3]+21 = 24 to strike, 10d6: [2, 3, 4, 6, 1, 2, 3, 3, 4, 1] = 29 MD with psi-sword.
Action 9: 1d20+21: [1]+21 = 22 to strike, 10d6: [1, 5, 2, 3, 1, 1, 1, 4, 5, 1] = 24 MD with psi-sword.
Action 10: 1d20+21: [1]+21 = 22 to strike, 10d6: [6, 5, 4, 4, 3, 5, 6, 2, 6, 6] = 47 MD with psi-sword.

Auto-parries: 1d20+28: [19]+28 = 47 , 1d20+28: [7]+28 = 35 , 1d20+28: [16]+28 = 44 , 1d20+28: [1]+28 = 29 , 1d20+28: [7]+28 = 35 , 1d20+28: [5]+28 = 33 , 1d20+28: [1]+28 = 29 , 1d20+28: [4]+28 = 32 , 1d20+28: [14]+28 = 42 , 1d20+28: [3]+28 = 31
Auto-dodges: 1d20+14: [7]+14 = 21 , 1d20+14: [17]+14 = 31 , 1d20+14: [2]+14 = 16 , 1d20+14: [8]+14 = 22 , 1d20+14: [15]+14 = 29 , 1d20+14: [7]+14 = 21 , 1d20+14: [8]+14 = 22 , 1d20+14: [5]+14 = 19 , 1d20+14: [12]+14 = 26 , 1d20+14: [17]+14 = 31
I am better than you. You just don't know it.
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
| BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
ISP- 95/97; PPE- 47/57; MDC- 93/93 (self), 96/96 (cyber-armor)
, 0/75 (EBAFF), 46/90 (EBA),
Frostfang Heals: 0/4. Talismans: AoI (3/3); Invulnerability (3/3); Cleanse (3/3)
User avatar
Lilith
Posts: 21
Joined: Thu Nov 09, 2023 12:34 pm

Re: The Horsemen of Eschaton

Post by Lilith »

Perception: 1d100: [81] = 81 / 44%
JiC d100: 1d100: [18] = 18 ; JiC d20: 1d20: [12] = 12

+15% Perception, +1 strike, +2 parry, +2 dodge, +10% to any skills relying on basic senses
Duration: 19/20 minutes
,
+1 attack per melee, +3 initiative, +1 strike, +2 parry, +2 dodge, +2 P.P., +15% to Physical skills that rely on coordination or balance.
Duration: 7/8 minutes
,
+1 parry, 30/30 M.D.C., quarter damage from parried attacks.
Duration: 6/7 minutes
,
Magic is half strength (already included in other effects), personal P.P.E. is halved. Current P.P.E.: 22 / 69


Lilith swears when her sword gets stuck, but continues her assault. She catches War shifting aim to Grant, keeping a mental note that she may be next in line for an attack or two. Without the Battle Frenzy, I don't have nearly the armor they all do. Not that that keeps her from being aggressive. Her instincts scream at her to keep fighting even as it drags on. "Just stay on those two a bit longer," she mutters to herself, a touch of anxiety in her voice as she focuses her strikes further, aiming blow after blow at the thing's left leg.

Combat Post

Initiative: 1d20+6: [5]+6 = 11
APM: 9
Ignores any energy-based attacks directed her way (no damage/half damage if magical)

Action 1: Strike with sword at war's left leg. Strike: 1d20+9: [8]+9 = 17 ; Damage: 6d6+4: [1, 1, 1, 6, 5, 2]+4 = 20 M.D.

Action 2: Another sword strike to the same place. Strike: 1d20+9: [6]+9 = 15 ; Damage: 6d6+4: [5, 4, 4, 1, 1, 5]+4 = 24 M.D.

Action 3: Another attack! Strike: 1d20+9: [4]+9 = 13 ; Damage: 6d6+4: [4, 3, 3, 1, 2, 4]+4 = 21 M.D.

Action 4: Another attack! Strike: 1d20+9: [18]+9 = 27 ; Damage: 6d6+4: [4, 3, 6, 2, 6, 4]+4 = 29 M.D.

Action 5: Another attack! Strike: 1d20+9: [10]+9 = 19 ; Damage: 6d6+4: [3, 5, 3, 1, 5, 2]+4 = 23 M.D.

Action 6: Another attack! Strike: 1d20+9: [8]+9 = 17 ; Damage: 6d6+4: [2, 4, 3, 1, 3, 2]+4 = 19 M.D.

Action 7: Another sword strike. Strike: 1d20+9: [8]+9 = 17 ; Damage: 6d6+4: [5, 4, 2, 2, 1, 4]+4 = 22 M.D.

Action 8: Reserved for dodge. Dodge: 1d20+9: [2]+9 = 11

Action 9: Reserved for dodge. Dodge: 1d20+9: [6]+9 = 15

Auto-Parries: 1d20+12: [8]+12 = 20 ; 1d20+12: [9]+12 = 21 ; 1d20+12: [6]+12 = 18 ; 1d20+12: [5]+12 = 17 ; 1d20+12: [10]+12 = 22 ; 1d20+12: [16]+12 = 28 ; 1d20+12: [5]+12 = 17 ; 1d20+12: [6]+12 = 18 ; 1d20+12: [16]+12 = 28 - If Magical Shield drops, parry bonus is +11.

Contingency: Should her Magical Shield and Main Body go down, and no Armor Bizarre is cast on her, Lilith will sacrifice action 7 for another dodge. Dodge: 1d20+9: [4]+9 = 13
Lilith
Buzzing along the path of redemption.

Personal Status
P.P.E.: 91 / 137
I.S.P.: 28 / 50
Carapace M.D.C.: 240 / 240
Wrangler Riding Armor w/Long-coat
M.D.C. by Location
  • Helmet: 50 / 50
  • Right Arm: 44 / 44
  • Left Arm: 44 / 44
  • Right Leg: 53 / 53
  • Left Leg: 53 / 53
  • Main Body: 113 / 113
Modifier: -5% movement penalty
Weapons & Attacks
Energy Bolts: 5D6 M.D.; Range: 1,000' (2,000' at additional P.P.E. cost)
Battle Fury Blade: 6D6 M.D.; Can activate Battle Fury for 3 minutes, increasing damage to 2D4*10 M.D., attacking twice per APM used (second attack is parried at a -5), and gaining a 100 M.D.C. magical suit of armor.
Flaming Dagger: 2D6 M.D.; lasts 6 minutes per activation.
Constant Effects
Gives the character the ability to hear very faint sounds (light footsteps, small animals breathing). The character can also overhear conversation at a much greater distance than is normally possible. + 1 on initiative.

Can see double the usual distance and detail of normal human vision.

Range: 1,000'; must be starlight or some other light source available. If in a completely blacked out area, a cave for example, nothing will be visible.

The Mystic Knight is impervious to lasers, ion blasts, particle beams, plasma bolts, electricity, fire, heat and radiation.
Magically created energy and ley line storms inflict half damage.
Rune weapons, holy weapons, and most magical weapons of all kinds do full damage. Likewise, ordinary swords, clubs, spears, etc., as well as bullets, arrows, Vibro-Blades, thrown rocks, falls, punches and most kinetic based attacks, do full damage.
Applies to all armor worn as well, as it is both an inherit trait and automatically generated field that surrounds the Mystic Knight.

The Mystic Knight is able to feel whether there is a ley line within the area of their sensing abilities, 40 miles (+10 miles).

The knight will automatically feel the sensation of a Rift opening or closing anywhere within 80 miles (+10 miles) of them. Although they cannot tell exactly where this Rift is, the knight knows if it is near or far and whether it is big or small. Note: When actually on a ley line, the Mystic Knight will know exactly where the Rift is located and can sense one where it is, as long as it is on the ley line or a connecting line.

: The expenditure of magic in the form of a spell, Rifting, or Techno-Wizardy can be felt, if not seen, up to 400' (+100') away. The Mystic Knight will not know the location nor be able to trace it, but they will feel its energy and know that magic is being used in the area of their sensing range. Note: This does not include the use of psionic powers.
Sixth Sense
The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to themself or somebody near them (within 90'). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All they know is that something life threatening will happen within the next 60 seconds! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever their life is in great peril or the life of somebody they greatly care about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90' or a flash flood is rushing their way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all their I.S.P. the Sixth Sense is temporarily rendered inoperative.
  • Range: 90'
  • Duration: Until the danger passes or happens. Bonuses apply only to the first round of the attack from the source of the sensed danger.
  • I.S.P.: 2
  • Saving Throw: None.
  • Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge, and the character can not be surprised by a sneak attack from behind.
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Stardust
Posts: 14
Joined: Fri Jan 03, 2025 11:45 am

Re: The Horsemen of Eschaton

Post by Stardust »

JIC: 1d100: [18] = 18 / 1d20: [17] = 17
Perception: 1d100: [69] = 69 /26%

Conditions: HF/Awe: 12 (when identified), Tele-Empathy and Empathic Dependence (190ft radius)

Post:

Stardust doesn't relent and keeps up the pressure with their Dragon Stopper Particle Beam. Focused on moving and staying behind War and visible to the ground PAs. "Throw everything ya got at him!" Stardust encourages their fellow mechs while continuing an unrelenting assault with the Dragon Stopper. The weapon putting in work as the only time it gets a break is when it jams.

We need a bigger gun. Stardust coos internally as Caidyn smirks in a rare moment of downright agreement from the source. After this we're due one helluva payday. Caidyn playfully adds. What've we got? 30 seconds, heh, most men can't last that long. Stardust playfully retorts. Keep that bar high, honey's, cause we're gonna turn this guy into scrap. Starshot retorts as they fly in, continuing their assault.

Combat Rolls:
APM: 6
Initiative: 1d20+2: [17]+2 = 19

1. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [20]+4 = 24 Damage Roll: 6d6+10: [1, 5, 5, 4, 2, 6]+10 = 33
2. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [4]+4 = 8 Damage Roll: 6d6+10: [3, 6, 4, 4, 4, 5]+10 = 36
3. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [4]+4 = 8 Damage Roll: 6d6+10: [5, 1, 2, 6, 2, 6]+10 = 32
4. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [13]+4 = 17 Damage Roll: 6d6+10: [1, 3, 5, 4, 2, 2]+10 = 27
5. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [19]+4 = 23 Damage Roll: 6d6+10: [6, 4, 1, 4, 1, 6]+10 = 32
6. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [13]+4 = 17 Damage Roll: 6d6+10: [5, 6, 3, 1, 4, 5]+10 = 34

Auto-Parries: 1d20+7: [7]+7 = 14 , 1d20+7: [15]+7 = 22 , 1d20+7: [6]+7 = 13 , 1d20+7: [20]+7 = 27 , [roll=0+7[/roll], 1d20+7: [18]+7 = 25 ,
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Underguard
Dimension Master
Posts: 1407
Joined: Mon Jun 03, 2019 6:41 pm
Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: The Horsemen of Eschaton

Post by Underguard »

Conditions wrote:Current Time/Date in Africa: Friday, October 112PA,
Environmental Conditions: Outside temp; 34*C (89*F)
Ley Line/Nexus Presence: No Ley Line or Nexus within range.
Combat Round: 8
Ronith continues his taunts towards War, the apocalypses demon not answering Rontih's taunts though clearly focusing on him. Ronith effortlessly parries War's riposte and counters with several critical strikes of his own. Stardust opens up with a shot delivered right to War's head in what could be considered one of the best or luckiest shots of the time. The impact from Stardust's first blast enough to make War's head turn due to the force. Grant keeps up the assault with his Shadesword. Lilith continues nipping at War's legs, the cuts the bee is making leaving lasting marks as the collective damage from the group is far overpowering his natural ability to heal. Some of the damage tries to repair itself only for more to be delivered. Gloriosa swoops in for another breathe attack, though War begins doing the unthinkable; retreating.

Ronith, Grant and the others prove too fast for War to be able to effectively counter on his own as he moves back. Tarikos quickly jumps on the radio. "War is heading straight for that signal from the NW. CUT HIM OFF!" Tarikos warns as he flies the Dawn Patrol hovercraft in front of War's path in a vain attempt to make War slow down. His earlier speed drastically reduced with the destruction of the larger mech he had been merged too. Grant casts Magic Net towards War and the net actually captures War's leg. However, War is far larger than 1-6 human sized opponents and the Magic Net is not able to actually hold him, though it does slow him down briefly.

War launches another salvo of missiles to create some space and give him a chance to rip free of the net as the Heroes and Dawn Patrol continue to circle it. Grant watches as several missiles impact the Dawn Patrol's hovercraft as smoke begins to trial from it. As the Heroes circle him, War sends another spread of lasers with one of them splashing across Lilith's armor [-40 M.D.C. to Magic Shield which pops]. Grant can guess War is trying to rendezvous with his reinforcements, pieces of metal literally falling off the practically dismantled avatar of war.

What are your intentions?
GM Note: Ronith please confirm if the strike hits EBA or CA ;; Grant please verify the new max of half-powered Cosmic Armor.

Ronith: Under AMC Limitations; -43 M.D.C. to EBA or Cyber-Armor
Grant: All Magic Reduced by Half, -194 MDC from Cosmic Armor
Gloriosa: Under AMC Limitations; -15 personal M.D.C.
Stardust: Under AMC Limitations, -173 MDC from MB of Ironwing, -22 from right wing, -15 from right arm
Lilith: All Magic Reduced by Half; Magic Armor popped.
Rifts: Earth Dimension Master
Palladium Fantasy Dimension Master
Cyberpunk Dimension Master
Heroes for Hire (H4H) GM || The Horizon Group (THG) GM || Palladium Fantasy GM ||
PCs: | Exe (PW GA) | Ronan (SS) | Venenifer (Roughnecks) | Glitch (PW GR) | Ashrak (Void Reavers) | James Syndulla(BattleTech) | Korosu(BattleTech)
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Ronith
Group Leader
Posts: 701
Joined: Mon Oct 15, 2007 7:15 pm
Location: Group Leader: Heroes for Hire

Re: The Horsemen of Eschaton

Post by Ronith »

JIC: 1d20: [6] = 6 , 1d100: [67] = 67
PER: 1d100: [69] = 69 vs. 97%

Conditions:
15 PPE | 5.00 min | 30' | 82 M.D.C., -1 Initiative to all enemies, HF 14 each round to enemies
,
24m15s, +1 APM, +2 PP [+1 s/p/d], +3 initiative, +1 strike, +2 parry/dodge, +15% on physical skills that rely on coordination or balance.
,
Applies to anyone who directs an attack at Ronith: +2 strike and parry, +1 dodge. Opponents lose all machine-provided bonuses, -1 APM, -4 strike Ronith, -2 to dodge Ronith’s attacks.
,
RPA Pilots: Inexperienced operators (levels 1-3) cannot use sensors at all, lose two attacks every time they try to figure out what’s going on. Experienced operators lose one attack and have a -40% penalty.
,
-1 strike, parry, and dodge; -5% on all skills
.

Code: Select all

[inline=Cosmic Armor]Cosmic Armor | 45 PPE | DB 13 120 | 55.75 MIN | Silver Body Armor with blue hue. Full EBA. 284/550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills[/inline], [inline=Fleet Feet]2m45s; double PP (now 50; +3 s/p/autododge, +6 initiative), spd (now 52), and APM (now 18); -2 Initiative and -20% to skills requiring delicate movement[/inline], [inline=Multiple image]18m30s, Creates three identical copies that mimic Ronith’s movements exactly. -4  to save magic to see through them, or dispel if hit by iron.  +2I/d, +1s.


Is he… Running away? Incredible. The Horseman of War, on the run. Ronith knows that he lacks the size and mass to actually halt War’s withdrawal from the field of battle, so the cyber-knight decides to make War’s decision as punishing as possible. He races around the horseman and leaps as high up on War’s body as he can, climbing with his free hand until he gets to the giant’s shoulders. Ideally Ronith would find a perch where he can grip War with his legs or knees, but once his footing is as secure as its going to get he will summon a psi-sword with his free hand and begin digging into the armor around War’s neck or head. As he does so, Ronith will continue with his taunts. ”Running away from a gaggle of mortals? Maybe we should change your name. How about ‘Flee’ instead of War? Or surrender? I’m sure we could come up with a white flag to replace your armaments, since you’re not liable to be using them much anyway. Really, demonspawn, how does it feel to be beaten in your own domain- even your little anti-magic cloud isn’t enough to turn the tide. What do you think will happen when you leave its effects? Does it frighten you? Pathetic.

Initiative: 1d20+16: [1]+16 = 17
APM: 10

Action 1: Jump up to War.
Action 2: Climb up top (sacrifice additional actions as needed).
Action 3: Summon a second psi-sword.
Action 4: 1d20+21: [13]+21 = 34 to strike, 10d6: [5, 4, 3, 1, 5, 3, 4, 1, 5, 3] = 34 MD with first psi-sword; 1d20+21: [10]+21 = 31 to strike, 10d6: [1, 4, 5, 2, 5, 4, 4, 3, 3, 1] = 32 MD with first psi-sword.
Action 5: 1d20+21: [12]+21 = 33 to strike, 10d6: [5, 1, 4, 1, 6, 1, 5, 2, 4, 1] = 30 MD with first psi-sword; 1d20+21: [1]+21 = 22 to strike, 10d6: [5, 1, 4, 5, 4, 1, 2, 6, 5, 3] = 36 MD with first psi-sword.
Action 6: 1d20+21: [8]+21 = 29 to strike, 10d6: [4, 6, 6, 1, 2, 1, 6, 5, 1, 1] = 33 MD with first psi-sword; 1d20+21: [20]+21 = 41 to strike, 10d6: [6, 6, 3, 4, 5, 2, 4, 4, 6, 4] = 44 MD with first psi-sword.
Action 7: 1d20+21: [1]+21 = 22 to strike, 10d6: [4, 2, 4, 2, 1, 1, 4, 3, 2, 1] = 24 MD with first psi-sword; 1d20+21: [19]+21 = 40 to strike, 10d6: [2, 1, 3, 1, 6, 5, 3, 1, 1, 5] = 28 MD with first psi-sword.
Action 8: 1d20+21: [19]+21 = 40 to strike, 10d6: [6, 1, 2, 2, 2, 5, 1, 3, 4, 3] = 29 MD with first psi-sword; 1d20+21: [4]+21 = 25 to strike, 10d6: [2, 5, 5, 1, 6, 5, 1, 4, 6, 3] = 38 MD with first psi-sword.
Action 9: 1d20+21: [5]+21 = 26 to strike, 10d6: [3, 1, 3, 1, 4, 3, 2, 6, 1, 6] = 30 MD with first psi-sword; 1d20+21: [13]+21 = 34 to strike, 10d6: [3, 4, 2, 6, 3, 2, 5, 1, 1, 4] = 31 MD with first psi-sword.
Action 10: 1d20+21: [8]+21 = 29 to strike, 10d6: [6, 6, 3, 4, 1, 1, 2, 4, 6, 4] = 37 MD with first psi-sword; 1d20+21: [20]+21 = 41 to strike, 10d6: [6, 2, 3, 5, 2, 2, 5, 5, 2, 6] = 38 MD with first psi-sword.

Contingency: If Ronith’s taunts and/or attacks prompt War to renew its own attacks on him Ronith will dispel his second psi-sword and again fight defensively.

Auto-parries: 1d20+28: [3]+28 = 31 , 1d20+28: [17]+28 = 45 , 1d20+28: [1]+28 = 29 , 1d20+28: [2]+28 = 30 , 1d20+28: [8]+28 = 36 , 1d20+28: [8]+28 = 36 , 1d20+28: [16]+28 = 44 , 1d20+28: [11]+28 = 39 , 1d20+28: [3]+28 = 31 , 1d20+28: [2]+28 = 30
Auto-dodges: 1d20+14: [20]+14 = 34 , 1d20+14: [16]+14 = 30 , 1d20+14: [6]+14 = 20 , 1d20+14: [18]+14 = 32 , 1d20+14: [11]+14 = 25 , 1d20+14: [2]+14 = 16 , 1d20+14: [20]+14 = 34 , 1d20+14: [19]+14 = 33 , 1d20+14: [15]+14 = 29 , 1d20+14: [5]+14 = 19
I am better than you. You just don't know it.
Sixth Sense; 300ft Nightvision; Amplified Hearing; See the invisible (all permanent)
| BOM 109 | 10 days | Provides Air, Food, Water, only needs 2 hours of sleep per night.
No machine/m. weapon bonuses; bonus (tB) +2I/s/p, +6/8 to auto-dodge; opponents -2s/-4s if m. weapons, -2d, -1APM
ISP- 95/97; PPE- 47/57; MDC- 93/93 (self), 96/96 (cyber-armor)
, 0/75 (EBAFF), 46/90 (EBA),
Frostfang Heals: 0/4. Talismans: AoI (3/3); Invulnerability (3/3); Cleanse (3/3)
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Grant Latham
Diamond Level Patron
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Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
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Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [81] = 81
JIC: 1d20: [10] = 10 , 1d100: [14] = 14
Constant Abilities
Character Sheet
  • See the Invisible, including spirits and Astral Beings
  • Sense Ley Line: 94%
  • Sense Ley Line Nexus 104%
  • Sense a Rift: Automatic | 160m 1d100: [16] = 16
  • Sense Magic in Use: 1100'
  • Half Damage from magical cold, heat, and fire
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 15
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 101/101
  • I.S.P.: 98/98
  • P.P.E.: 710/710
  • Lord Magus Armor • Main Body: 50/50 Head: 45/45 Arms: 15/15 Legs:30/30
Range/Duration/Damage/M.D.C. halved
45 PPE | DB 13 120 | 43.75 MIN | Silver Body Armor with blue hue. Full EBA. 135 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

10 PPE | BOM 99 | 30' | up to 10' x 20' area | .00 min | House Rule Target on one of War's missile pods

120 PPE | BOM 140 | 5.5 Days | 281 PPE

PF2 186 | 20 PPE | 40' | 1.75 min | Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.

5 PPE | MA 9 | 117.75 min | Thermographic like vision out to 500'

20 PPE | MA 15 | 9.75 min | Organics using tech can save vs magic 15+ to see using natural vision

BOM 135 | 38 PPE | 120' | 2 weapons by touch, 1 at range| 1.00 min | Rune Weapons get a save vs magic 15+, otherwise none | Changes M.D. damage to S.D.C. damage | Targeted War's Mace

BOM 114 | 15 PPE | Effective Deflection Range is 2300' | 1.00 min | +3 to Parry + P.P. bonuses, energy based attacks deflect to source if parry greater than 13, physical attacks are deflect harmlessly away.

22 PPE | PF12 80 | Self | 10.25 min | 11d6/2 M.D. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.

| 10 PPE| BOM 109 | 5.5 Days | Provides Air, Food, Water, only

4 ISP | RUE 177 | 60' Surface/550'/Two Way | 21.25 min

| 12 PPE | BOM 114 | 10.00 min | Speak and understand all languages at 98%


Skybunker

Cosmic Armor down to 135 M.D.C.

Both skills to estimate War's speed, time to speak the words to Carpet of Adhesion, Range of the spell, and how far in front of War he needs to place the spell so War runs over it.
Land Navigation 114% vs 4d100: [66, 74, 95, 63] = 298
Math: Advanced: 129% vs 4d100: [82, 85, 23, 90] = 280



Damn, it almost worked! Grant thinks as the magic net wraps around War's leg. Add Giant Magic Net to the list of things to research. Would be useful against robots and power armors. And damn Keiko for running away; this would be so much easier if we could coordinate castings. I don't know enough about Lilith's abilities to know if she can help. And where the hell is Daisuke? If Magic Net won't work, Carpet of Adhesion will have to do. Telepathically, Grant says to Sir Ronith, 'Ware the ground, I will try to hold War in place.

More to himself than anyone else, he says, "How about you stick around a while." as War turns and runs. Grant's mind estimates where to place the Carpet of Adhesion (Carpet of Adhesion |10 PPE | BOM 99 | 30' | up to 10' x 20' area | 12.50 min | House Rule Target on one of War's missile pods) spell. If he misses, he tries again (rolls above for 4 attempts). If it works, he flies to continue his attack on War from behind and support Sir Ronith recasting Armor Bizarre as needed.



Initiative: 1d20+4: [8]+4 = 12
APM: 20 (21 w/ magic)
Critical Strike on 18-20, automatic from behind
Death Blow on Natural 20
P.P.: 28 (+7 Strike/Parry/Dodge), Spd: 64
  1. Identify spot to place carpet of adhesion
  2. Begin casting Carpet of Adhesion
  3. Finish casting Carpet of Adhesion
  4. Strike with Shadesword from behind 1d20+11: [12]+11 = 23 , Damage: 11d6/2: [4, 4, 4, 3, 5, 5, 4, 5, 6, 1, 5]/2 = 23 M.D. + Save vs Magic 15+ see spell effects above
  5. Strike with Shadesword from behind 1d20+11: [12]+11 = 23 , Damage: 11d6/2: [3, 5, 5, 5, 4, 4, 2, 4, 4, 2, 1]/2 = 19.5 M.D. + Save vs Magic 15+ see spell effects above
  6. Strike with Shadesword from behind 1d20+11: [13]+11 = 24 , Damage: 11d6/2: [4, 6, 1, 5, 1, 2, 6, 1, 1, 6, 1]/2 = 17 M.D. + Save vs Magic 15+ see spell effects above
  7. Strike with Shadesword from behind 1d20+11: [11]+11 = 22 , Damage: 11d6/2: [4, 1, 1, 5, 2, 1, 6, 5, 6, 5, 2]/2 = 19 M.D. + Save vs Magic 15+ see spell effects above
  8. Strike with Shadesword from behind 1d20+11: [19]+11 = 30 , Damage: 11d6/2: [1, 6, 1, 1, 4, 4, 2, 5, 3, 6, 5]/2 = 19 M.D. + Save vs Magic 15+ see spell effects above crit!
  9. Strike with Shadesword from behind 1d20+11: [7]+11 = 18 , Damage: 11d6/2: [6, 3, 3, 1, 2, 2, 3, 5, 6, 1, 5]/2 = 18.5 M.D. + Save vs Magic 15+ see spell effects above
  10. Strike with Shadesword from behind 1d20+11: [19]+11 = 30 , Damage: 11d6/2: [6, 1, 3, 3, 4, 4, 4, 5, 6, 5, 4]/2 = 22.5 M.D. + Save vs Magic 15+ see spell effects above
  11. Strike with Shadesword from behind 1d20+11: [3]+11 = 14 , Damage: 11d6/2: [6, 3, 5, 1, 1, 4, 6, 6, 6, 3, 6]/2 = 23.5 M.D. + Save vs Magic 15+ see spell effects above
  12. Strike with Shadesword from behind 1d20+11: [19]+11 = 30 , Damage: 11d6/2: [1, 3, 1, 2, 3, 5, 2, 6, 4, 4, 3]/2 = 17 M.D. + Save vs Magic 15+ see spell effects above crit!
  13. Strike with Shadesword from behind 1d20+11: [7]+11 = 18 , Damage: 11d6/2: [2, 1, 2, 1, 2, 5, 5, 6, 6, 5, 5]/2 = 20 M.D. + Save vs Magic 15+ see spell effects above
  14. Strike with Shadesword from behind 1d20+11: [6]+11 = 17 , Damage: 11d6/2: [5, 5, 6, 1, 6, 2, 5, 1, 1, 6, 6]/2 = 22 M.D. + Save vs Magic 15+ see spell effects above
  15. Strike with Shadesword from behind 1d20+11: [12]+11 = 23 , Damage: 11d6/2: [6, 3, 2, 1, 2, 6, 1, 5, 6, 4, 3]/2 = 19.5 M.D. + Save vs Magic 15+ see spell effects above
  16. Strike with Shadesword from behind 1d20+11: [8]+11 = 19 , Damage: 11d6/2: [6, 6, 4, 4, 5, 3, 6, 3, 3, 6, 6]/2 = 26 M.D. + Save vs Magic 15+ see spell effects above
  17. Strike with Shadesword from behind 1d20+11: [20]+11 = 31 , Damage: 11d6/2: [1, 3, 4, 2, 6, 4, 1, 2, 5, 2, 5]/2 = 17.5 M.D. + Save vs Magic 15+ see spell effects above crit!
  18. Strike with Shadesword from behind 1d20+11: [5]+11 = 16 , Damage: 11d6/2: [5, 5, 4, 3, 3, 5, 5, 1, 2, 4, 1]/2 = 19 M.D. + Save vs Magic 15+ see spell effects above
  19. Strike with Shadesword from behind 1d20+11: [9]+11 = 20 , Damage: 11d6/2: [2, 1, 6, 4, 5, 4, 4, 3, 5, 2, 1]/2 = 18.5 M.D. + Save vs Magic 15+ see spell effects above
  20. Strike with Shadesword from behind 1d20+11: [17]+11 = 28 , Damage: 11d6/2: [4, 6, 4, 5, 1, 5, 5, 5, 2, 6, 2]/2 = 22.5 M.D. + Save vs Magic 15+ see spell effects above
  21. Strike with Shadesword from behind 1d20+11: [11]+11 = 22 , Damage: 11d6/2: [1, 6, 6, 2, 5, 2, 5, 4, 1, 6, 6]/2 = 22 M.D. + Save vs Magic 15+ see spell effects above
Parry/Dodge/Roll (+15/+9/+3): 20d20: [20, 8, 13, 5, 1, 8, 6, 17, 10, 6, 20, 15, 15, 16, 16, 2, 20, 19, 19, 14] = 250

Targeted Deflection(+10): 20d20: [6, 7, 2, 20, 19, 20, 14, 19, 12, 1, 16, 9, 3, 8, 12, 17, 6, 7, 16, 17] = 231 | 13 or higher deflects energy attacks back to originator


Contingency: Grant will prioritize Targeted Deflection against ranged attacks over attacking.

Grant will recast Armor Bizarre as necessary to keep Sir Ronith up.

If Cosmic Armor goes down, he casts Levitation (2 actions | 5 PPE | 16.5 min | 60' | max weight 420 lbs | max altitude 160')if in the air, and then Armor Bizarre Bizarre (2 actions | 15 PPE | 5.5 min | 30' | 82 M.D.C., HF 14)

At the point that Grant casts Armor Bizarre on himself, he will use his remaining actions to begin casting Impervious to Energy (4 actions | 20 PPE | BOM 113 | Self | 11 min)
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Lilith
Posts: 21
Joined: Thu Nov 09, 2023 12:34 pm

Re: The Horsemen of Eschaton

Post by Lilith »

Perception: 1d100: [29] = 29 / 44%
JiC d100: 1d100: [3] = 3 ; JiC d20: 1d20: [14] = 14

+15% Perception, +1 strike, +2 parry, +2 dodge, +10% to any skills relying on basic senses
Duration: 18.75/20 minutes
,
+1 attack per melee, +3 initiative, +1 strike, +2 parry, +2 dodge, +2 P.P., +15% to Physical skills that rely on coordination or balance.
Duration: 5.75/7 minutes
,
Magic is half strength (already included in other effects), personal P.P.E. is halved. Current P.P.E.: 22 / 69


Lilith swears to herself was with a single attack, the weakened magic of her shield is overloaded and promptly ceases to exist. As War begins to retreat, the bee swears again. No time to bring it back up, need to keep the pressure on. Seeing her damage slowly adding up, she continues her assault on War's leg, hoping to deal enough damage to at the very least slow War down. At Tariko's radio message, Lilith grunts, briefly responding, "Working on it! as she doesn't have the time or focus to properly snark at the call.

As she gets more strikes in on the massive War machine, she calls out loud, "Come on, this too much to handle? Just gotta squish a few bugs!" she tries to taunt it, taking a cue from Ronith.

Combat Post

Initiative: 1d20+6: [8]+6 = 14
APM: 9
Ignores any energy-based attacks directed her way (no damage/half damage if magical)

Action 1: Move to keep up with War as it tries to retreat.

Action 2: Sword strike at War! Strike: 1d20+9: [7]+9 = 16 ; Damage: 6d6+4: [6, 6, 3, 4, 6, 1]+4 = 30 M.D.

Action 3: Another attack! Strike: 1d20+9: [16]+9 = 25 ; Damage: 6d6+4: [4, 6, 5, 1, 5, 5]+4 = 30 M.D.

Action 4: Another attack! Strike: 1d20+9: [3]+9 = 12 ; Damage: 6d6+4: [2, 5, 3, 1, 5, 2]+4 = 22 M.D.

Action 5: Another attack! Strike: 1d20+9: [15]+9 = 24 ; Damage: 6d6+4: [6, 4, 5, 4, 3, 4]+4 = 30 M.D.

Action 6: Another attack! Strike: 1d20+9: [14]+9 = 23 ; Damage: 6d6+4: [5, 1, 5, 5, 5, 1]+4 = 26 M.D.

Action 7: Another sword strike. Strike: 1d20+9: [5]+9 = 14 ; Damage: 6d6+4: [2, 5, 5, 3, 5, 1]+4 = 25 M.D.

Action 8: Reserved for dodge. Dodge: 1d20+9: [1]+9 = 10 - Nat 1!

Action 9: Reserved for dodge. Dodge: 1d20+9: [19]+9 = 28

Auto-Parries: 1d20+11: [15]+11 = 26 ; 1d20+11: [18]+11 = 29 ; 1d20+11: [16]+11 = 27 ; 1d20+11: [4]+11 = 15 ; 1d20+11: [6]+11 = 17 ; 1d20+11: [13]+11 = 24 ; 1d20+11: [16]+11 = 27 ; 1d20+11: [10]+11 = 21 ; 1d20+11: [2]+11 = 13

Contingency: If War begins to move too fast to keep up with just one move action, Lilith will give up Action 6 to keep up, and if that isn't enough she will let herself fall behind temporarily. Should her Wrangler Main Body Armor go down, and no Armor Bizarre is cast on her, Lilith will sacrifice Action 7 for another dodge. Dodge: 1d20+9: [15]+9 = 24
Lilith
Buzzing along the path of redemption.

Personal Status
P.P.E.: 91 / 137
I.S.P.: 28 / 50
Carapace M.D.C.: 240 / 240
Wrangler Riding Armor w/Long-coat
M.D.C. by Location
  • Helmet: 50 / 50
  • Right Arm: 44 / 44
  • Left Arm: 44 / 44
  • Right Leg: 53 / 53
  • Left Leg: 53 / 53
  • Main Body: 113 / 113
Modifier: -5% movement penalty
Weapons & Attacks
Energy Bolts: 5D6 M.D.; Range: 1,000' (2,000' at additional P.P.E. cost)
Battle Fury Blade: 6D6 M.D.; Can activate Battle Fury for 3 minutes, increasing damage to 2D4*10 M.D., attacking twice per APM used (second attack is parried at a -5), and gaining a 100 M.D.C. magical suit of armor.
Flaming Dagger: 2D6 M.D.; lasts 6 minutes per activation.
Constant Effects
Gives the character the ability to hear very faint sounds (light footsteps, small animals breathing). The character can also overhear conversation at a much greater distance than is normally possible. + 1 on initiative.

Can see double the usual distance and detail of normal human vision.

Range: 1,000'; must be starlight or some other light source available. If in a completely blacked out area, a cave for example, nothing will be visible.

The Mystic Knight is impervious to lasers, ion blasts, particle beams, plasma bolts, electricity, fire, heat and radiation.
Magically created energy and ley line storms inflict half damage.
Rune weapons, holy weapons, and most magical weapons of all kinds do full damage. Likewise, ordinary swords, clubs, spears, etc., as well as bullets, arrows, Vibro-Blades, thrown rocks, falls, punches and most kinetic based attacks, do full damage.
Applies to all armor worn as well, as it is both an inherit trait and automatically generated field that surrounds the Mystic Knight.

The Mystic Knight is able to feel whether there is a ley line within the area of their sensing abilities, 40 miles (+10 miles).

The knight will automatically feel the sensation of a Rift opening or closing anywhere within 80 miles (+10 miles) of them. Although they cannot tell exactly where this Rift is, the knight knows if it is near or far and whether it is big or small. Note: When actually on a ley line, the Mystic Knight will know exactly where the Rift is located and can sense one where it is, as long as it is on the ley line or a connecting line.

: The expenditure of magic in the form of a spell, Rifting, or Techno-Wizardy can be felt, if not seen, up to 400' (+100') away. The Mystic Knight will not know the location nor be able to trace it, but they will feel its energy and know that magic is being used in the area of their sensing range. Note: This does not include the use of psionic powers.
Sixth Sense
The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to themself or somebody near them (within 90'). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All they know is that something life threatening will happen within the next 60 seconds! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever their life is in great peril or the life of somebody they greatly care about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90' or a flash flood is rushing their way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all their I.S.P. the Sixth Sense is temporarily rendered inoperative.
  • Range: 90'
  • Duration: Until the danger passes or happens. Bonuses apply only to the first round of the attack from the source of the sensed danger.
  • I.S.P.: 2
  • Saving Throw: None.
  • Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge, and the character can not be surprised by a sneak attack from behind.
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Gloriosa
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Re: The Horsemen of Eschaton

Post by Gloriosa »

Perception: 1d100: [11] = 11 /29%
JIC: 1d20: [14] = 14 / 1d100: [84] = 84

Gloriosa perches on War's shoulder and starts tearing at any currently operational systems in its mech. Lasers, missiles, exposed wires, anything he can grab a hold of. While the others are trash talking to distract the enemy, Gloriosa is rarely silent. Owwwww, my throat... You suck, War.
If he is able to create and good sized holes, he'll breathe fire directly into them and see what happens.



Initiative: 1d20+2: [13]+2 = 15
APM: 6

Action 1: Claw Swipe @ War's Electronics. Strike: 1d20+8: [17]+8 = 25 Damage: 4d6+10: [2, 1, 1, 6]+10 = 20
Action 2: Claw Swipe @ War's Electronics. Strike: 1d20+8: [9]+8 = 17 Damage: 4d6+10: [3, 1, 3, 1]+10 = 18
Action 3: Claw Swipe @ War's Electronics. Strike: 1d20+8: [9]+8 = 17 Damage: 4d6+10: [1, 2, 6, 5]+10 = 24
Action 4: Claw Swipe @ War's Electronics. Strike: 1d20+8: [20]+8 = 28 (NAT20) Damage: 4d6+10: [4, 4, 4, 2]+10 = 24 x2=48 MD
Action 5: Claw Swipe @ War's Electronics. Strike: 1d20+8: [9]+8 = 17 Damage: 4d6+10: [3, 3, 4, 5]+10 = 25
Action 6: Claw Swipe @ War's Electronics. Strike: 1d20+8: [4]+8 = 12 Damage: 4d6+10: [4, 2, 3, 2]+10 = 21

Contingency Action: Breathe Fire into rended hole if available. Strike: 1d20+8: [10]+8 = 18 Damage: 4d6: [1, 5, 5, 3] = 14


Parry: 1d20+12: [20]+12 = 32 (NAT20) 1d20+12: [15]+12 = 27 1d20+12: [17]+12 = 29 1d20+12: [6]+12 = 18 1d20+12: [14]+12 = 26 1d20+12: [20]+12 = 32 (NAT20)
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Stardust
Posts: 14
Joined: Fri Jan 03, 2025 11:45 am

Re: The Horsemen of Eschaton

Post by Stardust »

JIC: 1d100: [63] = 63 / 1d20: [13] = 13
Perception: 1d100: [32] = 32 /26%

Conditions: HF/Awe: 12 (when identified), Tele-Empathy and Empathic Dependence (190ft radius)

Post:

Starshot hears the warning from Tarikos and rockets after War, moving to fly in front of the avatar if possible while keeping the Dragon Stopper trained on him. "Moving to cut him off, can't lose momentum now!" Starshot calls out over the radio. Going to want to get a shield installed on my Ironwing after this. Sharshot thinks as the chorus of internal voices sings.

You got him, sugar! Let him have it! Stardust internally cheers the more aggressive Starshot on echoes the sentiment. Keep it up! Caidyn encourages. Keep that bar high, honey's, cause we're gonna turn this guy into scrap. Starshot retorts as they fly ahead, trying to keep up and head off War as they level the Dragon Stopper to stop a monster.

Combat Rolls:
APM: 6
Initiative: 1d20+2: [2]+2 = 4

1. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [8]+4 = 12 Damage Roll: 6d6+10: [2, 2, 3, 6, 3, 6]+10 = 32
2. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [1]+4 = 5 Damage Roll: 6d6+10: [5, 2, 2, 1, 3, 4]+10 = 27
3. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [19]+4 = 23 Damage Roll: 6d6+10: [3, 2, 4, 4, 6, 3]+10 = 32
4. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [13]+4 = 17 Damage Roll: 6d6+10: [1, 2, 2, 3, 5, 4]+10 = 27
5. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [9]+4 = 13 Damage Roll: 6d6+10: [4, 4, 2, 5, 1, 3]+10 = 29
6. Fires the attached XF217 Dragon Stopper Particle Beam Rifle. Strike Roll 1d20+4: [6]+4 = 10 Damage Roll: 6d6+10: [1, 2, 6, 2, 6, 6]+10 = 33

Auto-Parries: 1d20+7: [12]+7 = 19 , 1d20+7: [2]+7 = 9 , 1d20+7: [10]+7 = 17 , 1d20+7: [11]+7 = 18 , [roll]20+7[/roll], 1d20+7: [15]+7 = 22 ,
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Underguard
Dimension Master
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Location: CAF, UPS and GIRLS GM - nphilip90s/ScytheNP#2513

Re: The Horsemen of Eschaton

Post by Underguard »

Conditions wrote:Current Time/Date in Africa: Friday, October 112PA,
Environmental Conditions: Outside temp; 34*C (89*F)
Ley Line/Nexus Presence: No Ley Line or Nexus within range.
What is left after War? Silence.

Lilith and Grant continue slashing away at War as Gloriosa swipes at the avatar. Ronith jumps on war and starts climbing him like some sort of spider. Tarikos flies the large behemoth in War's path to force the avatar to change directions, though this comes at great cost. War fires a spread of lasers from his left shoulder mounted weapon which takes the primary thruster for the hovercraft. The last thing Stardust hears is Tarikos calling a mayday as the hovercraft plunges nose-first into the dirt. Stardust reciprocates by unloading Dragon Stopper shells into War, though it does jam once.

Ronith summons a second Psi-Sword and begins taunting War as Ronith swipes with each of his psi-swords at War's neck joints. Lilith focusing on his legs as Grant keeps circling War and hitting him wherever. Gloriosa manages to land a powerful strike with her claws across War's face that sends the avatar stumbling amid the dragon's strength. Everyone leaps on this momentarily off-balance and obviously injured avatar.

It's ultimately unclear who lands the decisive strike, but as several Heroes land a strike on War the atmosphere seems to change. While the black anti-magic cloud seems to remain. War's physical body momentarily seems to stop fighting as a great deal of steam is released from the neck and head joints Ronith had been psionically slicing at. Suddenly, War just seems to fall to the ground, however before the avatar reaches the ground, its body seems to simply disintegrate as if into ash. The Heroes figure they are probably a few hundred feet from the north-side of the AMC.

Sundance and Butch call on the radio shortly after War disappears. "We are now tracking eleven signals closing from the North. At least two of them vanished from screens mere moments ago. They are approximately 15 miles north, northwest, moving at a rate of approximately 100 MPH." Sundance warns Grant and the other Heroes. Obviously, something is still coming and it'll be here fast. Grant also senses a dimensional rift open about five miles south of them.

Eschaton
Hemlock

Hemlock can't be sure what she was expecting when she forced Pestilence back to their home dimension. A land Hemlock can't name, not of Hades or Dyval. Somewhere... deeper? All Hemlock knows is the moment she lands in the forsaken landscape, the very atmosphere and environment changed. Suddenly, taking a simple breath caused Hemlock to feel an inch in her throat and if she wasn't careful, result in a coughing attack. She also felt weighted down by the very air surrounding her, as if her normal weight was tripled. Each step took more effort than it did on Earth, or most other dimensions for that matter. Hemlock also feels an overwhelming hunger and thirst begin to take hold, something she's not sure she's ever felt before to this degree. The mere sight of a liquid, be it water or blood, is appealing to the overwhelming thirst.

Looking out on the horizon, the landscape was dark and barren but not without life. In fact, it was quite the opposite. From where Hemlock landed, she can see demon hordes in a constant battle across the barren plains. There seems to be no rythme or reason to the battle, if it can be called that. Hundreds of various demons attacking each other with a level of ferocity they rarely show. In the air, Hemlock can see different swarms of bugs sweep across the red horizon like black clouds that leave nothing alive in their wake. And the dead didn't seem to stay dead. A felled demon would find itself rising not long after to either die again or kill. A vicious and unending limbo. Hemlock couldn't be sure if this dimension existed as an indirect result of the Horsemen, or on purpose. Something else unsettling, Pestilence is nowhere to be seen, though his influence is overwhelming.

Hemlock knew, this was not a dimension your purged, saved or explored. This was a place best left forgotten. Unfortunately Hemlock wouldn't get the chance to forget as her arrival quickly attracts all the wrong attention as part of the horde of demons seem to sense the presence of the good godling and stop fighting each other only to charge Hemlock's position. Ready to defend herself, Hemlock holds off the brunt of the first attack with the help of her minions.

As Hemlock and her familiar retreated, Hemlock's minions stand their ground and buy time for Hemlock to retreat. One by one, each of them get overwhelmed and vanish from the dimension as they are released from their contracts before death. Soon, it is only Hemlock and her familiar left, though they have a considerable lead. Using magic, she cloaks herself and her familiar, and then hides as a demon in a demonic land. Using this, she is able to evade the demons still hunting her and make her escape back to the Earth dimension.

When she lands back on Earth, she is several miles away from the Heroes, and the skies are almost eerily calm. As though the entire continent is taking a breathe after a nightmare. It doesn't take Hemlock long to figure out the Heroes are about 5 miles northwest of her.

What are your intentions?
GM Note:

Ronith: Under AMC Limitations
Grant: All Magic Reduced by Half, -156 MDC from Cosmic Armor
Gloriosa: Under AMC Limitations
Stardust: Under AMC Limitations, -173 MDC from MB of Ironwing, -22 from right wing, -15 from right arm
Lilith: All Magic Reduced by Half
Rifts: Earth Dimension Master
Palladium Fantasy Dimension Master
Cyberpunk Dimension Master
Heroes for Hire (H4H) GM || The Horizon Group (THG) GM || Palladium Fantasy GM ||
PCs: | Exe (PW GA) | Ronan (SS) | Venenifer (Roughnecks) | Glitch (PW GR) | Ashrak (Void Reavers) | James Syndulla(BattleTech) | Korosu(BattleTech)
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Hemlock
Posts: 132
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Re: The Horsemen of Eschaton

Post by Hemlock »

JIC: 1d20: [17] = 17 , 1d100: [57] = 57
Perception: 93% / 1d100: [33] = 33 (SUCCESS)

  • P.P.E.: unknown/870
  • I.S.P.: unknown/268
  • M.D.C.: unknown/719



Hungry, Thirsty, and quite emotional.
Heightened Presence Sense: constant 100ft range


Hemlock lands on solid ground, the transition from the nightmarish Eschaton abrupt and disorienting. In all her many years she had never witnessed a place of such profound malevolence, worse than any Hells whispered in ancient texts. She looks at the skies above, the familiar blue a stark contrast to the eternal twilight of the Horsemen's realm. A desperate hope flickers within her—did my magic bring us to the correct dimension? Or is this a trick?

The lingering effects of hunger and discomfort, the crushing weight and burning throat, slowly begin to ebb, a welcome sign. She closes her eyes, focusing intently on the very fabric of this realm, sensing its essence.

"Ghost," she speaks to her elk familiar, who still maintains the guise of a massive horned dire hellhound, "watch for enemies."

It takes her a few precious minutes to confirm, but then her Dimensional Sense washes over her. "Earth," she smiles, the word a balm to her weary soul. "Finally."

With a decisive thought, she dismisses their demon guises, the only way they survived the oppressive, corrupting influence of Eschaton. Ghost's form shifts, shimmering and coalescing, returning to its majestic self: a pure white-furred elk. And sitting atop him, the godling Hemlock is no longer a serpentine temptress with four tentacled arms and exposed bosoms. She is now a short young lady, with wild red hair adorned with delicate hemlock flowers. Her skin is as white as snow, and her eyes, forest green, gaze at the sun, at the clouds above, and well with tears. She lets out a shuddering breath; the terror of what she witnessed is still a raw wound. She had seen a place of evil few gods had dared to tread, and it had marked her. But Pestilence, at least, would not return to this realm for an age.

"This world will be a little brighter now," she whispers to herself, a quiet hope, "but what of War and Death?" Her thoughts drift to her fellow Heroes for Hire. Did they find War? Did they prevail?
Underguard wrote: Sun Jun 08, 2025 9:04 pmIt doesn't take Hemlock long to figure out the Heroes are about 5 miles northwest of her.
Then she senses it. She isn't sure how, but she knows the Heroes are five miles northwest of her. She casts a Calling spell [-8 P.P.E.], a thread of magic reaching out to the one she knows best, her friend Gloriosa.

"Gloriosa. It is I, Hemlock, I've returned and am coming."

A more complex message isn't possible with the magic, so Hemlock decides she ought to move forward. But, on an impulse, she dismounts and takes off her boots. She walks barefoot upon the earth, slowly, deliberately, towards the group, savoring the sensation of being in a dimension that wasn't trying to kill her with every fiber of its being.

She smiles at her elk familiar. "Good to be back, isn't it?"

As Hemlock and Ghost walk slowly through the sun-dappled landscape, the crunch of dry earth beneath her bare feet is a strangely grounding sensation, and she somehow feels more connected to the world. A soft melody escapes her lips. Her voice, usually sharp with wit or strong in command, is now a gentle hum, carrying a song of profound beauty and quiet determination.

It's a ballad of rolling hills and whispering winds, of ancient forests and crystal rivers. Her lyrics speak of the vibrant hues of wildflowers, the diligent dance of bees among the blossoms, and the deep, nourishing green of healthy leaves. The tune is wistful, tinged with the recent memory of Eschaton's barren, corrupted plains, but ultimately resolves into a powerful, resonant vow.

"No blight shall touch these fields again," she sings, her voice gaining a soft, fierce strength. "No ravenous swarm shall feast upon this bloom. I have seen what malice leaves behind, a world consumed by shadow. But this Earth... this precious land... I will not let it fall." Her forest-green eyes, still holding the lingering traces of emotion from the Horsemen's realm, now shine with renewed resolve. "It will not become another corpse. I swear it, by the roots that bind us, by the light that feeds us, this world will live."

Sing 113%: 1d100: [17] = 17 (SUCCESS)
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
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Grant Latham
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Re: The Horsemen of Eschaton

Post by Grant Latham »

New Perception: 81% vs 1d100: [43] = 43
JIC: 1d20: [18] = 18 , 1d100: [99] = 99
Constant Abilities
Character Sheet
  • See the Invisible, including spirits and Astral Beings
  • Sense Ley Line: 94%
  • Sense Ley Line Nexus 104%
  • Sense a Rift: Automatic | 160m 1d100: [43] = 43
  • Sense Magic in Use: 1100'
  • Half Damage from magical cold, heat, and fire
  • Immune to Possession
  • Regenerate 2d6 M.D.C. per minute
  • Fatigues at half normal rate, hold breath up to 3 minutes
  • Base Spell Strength: 15
  • Spell Range doubled
  • Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
  • Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
  • Turn Invisible at will (Simple)
Stats
  • M.D.C.: 101/101
  • I.S.P.: 98/98
  • P.P.E.: 710/710
  • Lord Magus Armor • Main Body: 50/50 Head: 45/45 Arms: 15/15 Legs:30/30
Range/Duration/Damage/M.D.C. halved
45 PPE | DB 13 120 | 43.50 MIN | Silver Body Armor with blue hue. Full EBA. 135 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills

10 PPE | BOM 99 | 30' | up to 10' x 20' area | .00 min | House Rule Target on one of War's missile pods

120 PPE | BOM 140 | 5.5 Days | 281 PPE

PF2 186 | 20 PPE | 40' | 1.50 min | Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.

5 PPE | MA 9 | 117.50 min | Thermographic like vision out to 500'

20 PPE | MA 15 | 9.50 min | Organics using tech can save vs magic 15+ to see using natural vision

BOM 135 | 38 PPE | 120' | 2 weapons by touch, 1 at range| 1.00 min | Rune Weapons get a save vs magic 15+, otherwise none | Changes M.D. damage to S.D.C. damage | Targeted War's Mace

BOM 114 | 15 PPE | Effective Deflection Range is 2300' | 1.00 min | +3 to Parry + P.P. bonuses, energy based attacks deflect to source if parry greater than 13, physical attacks are deflect harmlessly away.

22 PPE | PF12 80 | Self | 10.50 min | 11d6/2 M.D. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.

| 10 PPE| BOM 109 | 5.5 Days | Provides Air, Food, Water, only

4 ISP | RUE 177 | 60' Surface/550'/Two Way | 21.00 min

| 12 PPE | BOM 114 | 9.75 min | Speak and understand all languages at 98%


Skybunker

Cosmic Armor down to 135 M.D.C.

Grant floats down to stand over what remains of the body of War. Inside the shimmering silver blue force field, sweat drips down Grants forehead and his clothes feel damp from the fear and exertion. He steps forward and pushes the remains with his
Screenshot 2025-06-10 131321.png
to make sure nothing scurries out. "Is it gone?" Grant asks while trying to wipe his forehead. He frowns as he realizes it's not just the Cosmic Armor, but his own Lord Magus armor that is preventing him from wiping the sweat away. He chants the words to Cleanse without realizing it and lets a sigh out. Have we really beaten three of the horseman? Would War understand the value of a tactical retreat when faced with mortals? The only one we know for sure is Famine. We can only hope that Hemlock was able to defeat or exile Pestilence from our dimension.

Grant waves up at Stardust and says over the radio, "Go check on your teammate, I will call in the SkyBunker to pick up the injured." He clicks over to the private frequency for the SkyBunker, "Butch, Sundance, pick up the survivors then come get us." We need to pull back, I don't want us trying to tackle the last horseman in our current shape. "I am going to get out of this cloud. This is troublesome that it hasn't disbursed with War's defeat. There may still be one last trick up it's armored sleeve." Grant lifts off the ground and flies to the edge of the cloud.

When Butch and Sundance radio about the incoming signals, Grant pauses, There were two splugorth fighters with War that left, and the robots are saying eleven more but two have disappeared. Were the two, the splugorth? "Clarify Skybunker, were the two that disappeared the two power armors that the Dawn Patrol intercepted or with the incoming group?" His head turns as he senses the dimensional rift. "Team, a rift opened to the south of us. Regroup on me and I will recast Cosmic Armor on us all. Is it time to run?"

Once the magic is cast, Grant turns invisible and moves up into the sky paying attention to the south following the Skybunker if the team is leaving.

Code: Select all

[inline=Cosmic Armor]45 PPE | DB 13 120 | 110.00 MIN | Silver Body Armor with blue hue. Full EBA. 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical 
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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Lilith
Posts: 21
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Re: The Horsemen of Eschaton

Post by Lilith »

Perception: 1d100: [17] = 17 / 44%
JiC d100: 1d100: [25] = 25 ; JiC d20: 1d20: [8] = 8

+15% Perception, +1 strike, +2 parry, +2 dodge, +10% to any skills relying on basic senses
Duration: 18.5/20 minutes
,
+1 attack per melee, +3 initiative, +1 strike, +2 parry, +2 dodge, +2 P.P., +15% to Physical skills that rely on coordination or balance.
Duration: 5.5/7 minutes
,
Magic is half strength (already included in other effects), personal P.P.E. is halved. Current P.P.E.: 22 / 69
,
45 PPE | DB 13 120 | 110.00 / 110.00 MIN | Silver Body Armor with blue hue. Full EBA. 550 / 550 M.D.C., Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical



As the dust settles and War lies defeated (or at least driven off), Lilith lets out a sigh, buzzing back to the ground and closing her eyes. A glancing blow took out my shield. Might've been pancaked if I didn't have it. Thank goodness it's over. At the radio call, she grunts, wings giving a tired buzz. For the moment, at least. She stands still for a moment longer, letting the silence calm down her mind as she exits fight-or-fight mode before hefting her blade onto her shoulder and walking towards the edge of the anti-magic cloud.
Grant wrote:"Team, a rift opened to the south of us. Regroup on me and I will recast Cosmic Armor on us all. Is it time to run?"
"Let's hope that the southern rift is good news, not a returning Pestilence or something," Lilith comments dryly, choosing not to respond to the question. Wouldn't put it past War to slip away using a rift or something, either. Thing had enough tricks to throw at us. She turns, matching her direction towards Grant, picking up the pace just a little by flying just above the ground rather than walking.

Once the Cosmic Armor is passed out, Lilith will roll her top shoulders and give Grant a thankful glance for the armor. Should hold up better than my own magic, from what I've seen of him.
Lilith
Buzzing along the path of redemption.

Personal Status
P.P.E.: 91 / 137
I.S.P.: 28 / 50
Carapace M.D.C.: 240 / 240
Wrangler Riding Armor w/Long-coat
M.D.C. by Location
  • Helmet: 50 / 50
  • Right Arm: 44 / 44
  • Left Arm: 44 / 44
  • Right Leg: 53 / 53
  • Left Leg: 53 / 53
  • Main Body: 113 / 113
Modifier: -5% movement penalty
Weapons & Attacks
Energy Bolts: 5D6 M.D.; Range: 1,000' (2,000' at additional P.P.E. cost)
Battle Fury Blade: 6D6 M.D.; Can activate Battle Fury for 3 minutes, increasing damage to 2D4*10 M.D., attacking twice per APM used (second attack is parried at a -5), and gaining a 100 M.D.C. magical suit of armor.
Flaming Dagger: 2D6 M.D.; lasts 6 minutes per activation.
Constant Effects
Gives the character the ability to hear very faint sounds (light footsteps, small animals breathing). The character can also overhear conversation at a much greater distance than is normally possible. + 1 on initiative.

Can see double the usual distance and detail of normal human vision.

Range: 1,000'; must be starlight or some other light source available. If in a completely blacked out area, a cave for example, nothing will be visible.

The Mystic Knight is impervious to lasers, ion blasts, particle beams, plasma bolts, electricity, fire, heat and radiation.
Magically created energy and ley line storms inflict half damage.
Rune weapons, holy weapons, and most magical weapons of all kinds do full damage. Likewise, ordinary swords, clubs, spears, etc., as well as bullets, arrows, Vibro-Blades, thrown rocks, falls, punches and most kinetic based attacks, do full damage.
Applies to all armor worn as well, as it is both an inherit trait and automatically generated field that surrounds the Mystic Knight.

The Mystic Knight is able to feel whether there is a ley line within the area of their sensing abilities, 40 miles (+10 miles).

The knight will automatically feel the sensation of a Rift opening or closing anywhere within 80 miles (+10 miles) of them. Although they cannot tell exactly where this Rift is, the knight knows if it is near or far and whether it is big or small. Note: When actually on a ley line, the Mystic Knight will know exactly where the Rift is located and can sense one where it is, as long as it is on the ley line or a connecting line.

: The expenditure of magic in the form of a spell, Rifting, or Techno-Wizardy can be felt, if not seen, up to 400' (+100') away. The Mystic Knight will not know the location nor be able to trace it, but they will feel its energy and know that magic is being used in the area of their sensing range. Note: This does not include the use of psionic powers.
Sixth Sense
The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to themself or somebody near them (within 90'). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All they know is that something life threatening will happen within the next 60 seconds! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever their life is in great peril or the life of somebody they greatly care about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90' or a flash flood is rushing their way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all their I.S.P. the Sixth Sense is temporarily rendered inoperative.
  • Range: 90'
  • Duration: Until the danger passes or happens. Bonuses apply only to the first round of the attack from the source of the sensed danger.
  • I.S.P.: 2
  • Saving Throw: None.
  • Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge, and the character can not be surprised by a sneak attack from behind.
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